My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Knight Golem Electro Wizard Night Witch Sparky

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Golem

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Golem Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Bats Night Witch Sparky
Giant Snowball
Skeletons Bats Night Witch
Zap
Skeletons Bats Night Witch Sparky
Barbarian Barrel
Skeletons Knight Electro Wizard Night Witch Sparky
The Log
Skeletons Sparky
Earthquake
Skeletons
Arrows
Skeletons Bats Night Witch
Royal Delivery
Skeletons Bats Knight Electro Wizard Night Witch Sparky
Fireball
Electro Wizard Night Witch Sparky
Poison
Bats Electro Wizard Night Witch Sparky
Lightning
Knight Electro Wizard Night Witch Sparky
Rocket
Night Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Knight Golem Night Witch Sparky

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats Arrows Knight Electro Wizard Night Witch Sparky Golem

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Skeletons Bats Arrows Knight

Attack Synergies 4 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Bats
Knight Golem Sparky
Arrows
Golem Sparky Knight Night Witch
Knight
Bats Arrows Electro Wizard Night Witch Sparky
Golem
Arrows Night Witch Bats Electro Wizard Sparky
Electro Wizard
Knight Golem Sparky
Night Witch
Golem Arrows Knight
Sparky
Arrows Bats Knight Golem Electro Wizard

Defense Synergies 2 12

Skeletons
Bats Knight Electro Wizard Night Witch Sparky
Bats
Knight Skeletons Electro Wizard Sparky
Arrows
Knight Sparky
Knight
Bats Electro Wizard Skeletons Arrows Night Witch Sparky
Golem
Electro Wizard
Knight Skeletons Bats Night Witch
Night Witch
Skeletons Knight Electro Wizard
Sparky
Skeletons Bats Arrows Knight

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Electro Wizard Sparky
Sparky Skeletons Bats Knight Electro Wizard Night Witch
Sparky Skeletons Bats Knight Electro Wizard Night Witch
Night Witch Sparky Skeletons Bats Knight Electro Wizard
Arrows Sparky
Arrows Skeletons Bats Electro Wizard Night Witch
Bats Electro Wizard Arrows Night Witch
Arrows Electro Wizard Sparky
Sparky Skeletons Night Witch
Knight Skeletons Electro Wizard Night Witch Sparky
Bats Electro Wizard Skeletons Arrows Knight Night Witch
Arrows Bats Electro Wizard Night Witch
Night Witch Sparky Skeletons Bats Knight Electro Wizard
Sparky Bats Arrows Electro Wizard Night Witch
Sparky Knight Electro Wizard
Electro Wizard Sparky
Sparky Skeletons Bats Arrows Knight Electro Wizard Night Witch
Arrows Bats Knight Electro Wizard Night Witch
Arrows Bats Knight Electro Wizard
Sparky Electro Wizard
Bats Arrows Knight Electro Wizard Night Witch Sparky

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeletons Electro Wizard Sparky
Electro Wizard Arrows Knight
Skeletons Bats Knight Electro Wizard Sparky
Bats Knight Electro Wizard Night Witch Sparky
Skeletons Knight Night Witch Sparky
Arrows Skeletons Bats Electro Wizard
Sparky Skeletons Bats Knight Electro Wizard Night Witch
Knight Sparky
Electro Wizard Skeletons Bats Knight Sparky
Skeletons Sparky
Bats Knight Sparky
Arrows Electro Wizard
Skeletons Knight Night Witch Sparky
Sparky
Electro Wizard Sparky Skeletons Bats Knight Night Witch
Bats Arrows Electro Wizard Sparky
Arrows Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Knight Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Knight Sparky
Arrows Sparky
Arrows Bats
Arrows Sparky
Arrows
Arrows
Bats Electro Wizard Night Witch Sparky
Arrows Knight Electro Wizard Sparky
Arrows
Knight Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Bats Night Witch Sparky
Arrows Electro Wizard Sparky
Arrows
Night Witch Sparky
Arrows
Sparky
Arrows
Arrows Sparky
Arrows Electro Wizard Sparky
Arrows Sparky
Arrows Sparky
Bats Arrows Electro Wizard Night Witch Sparky
Electro Wizard Bats
Night Witch Sparky
Arrows Night Witch Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Electro Wizard Bats Night Witch
Arrows Electro Wizard
Arrows
Knight Electro Wizard Sparky
Arrows
Arrows Sparky
Sparky
Bats Electro Wizard Sparky
Bats Electro Wizard
Electro Wizard Sparky
Sparky
Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: