My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies Electro Wizard Night Witch

Defensive buildings

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

Cannon

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 Zappies Golem Electro Wizard Night Witch

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.

Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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 Golem Night Witch

Strong when overleveled

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

Fireball

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.

Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Cannon Fireball Zappies Electro Wizard Night Witch Golem

Shortest cycle

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

10 Skeletons Bats Cannon Fireball

Attack Synergies 2 4

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
Golem
Cannon
Fireball
Golem Electro Wizard
Zappies
Golem
Golem
Fireball Night Witch Bats Zappies Electro Wizard
Electro Wizard
Fireball Golem
Night Witch
Golem

Defense Synergies 1 14

Skeletons
Cannon Bats Zappies Electro Wizard Night Witch
Bats
Skeletons Cannon Zappies Electro Wizard
Cannon
Skeletons Bats Fireball Electro Wizard Night Witch
Fireball
Cannon Zappies Electro Wizard
Zappies
Skeletons Bats Fireball Electro Wizard
Golem
Electro Wizard
Skeletons Bats Cannon Fireball Zappies Night Witch
Night Witch
Skeletons Cannon Electro Wizard

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.

Cannon Fireball Zappies Electro Wizard
Skeletons Bats Cannon Zappies Electro Wizard Night Witch
Cannon Skeletons Bats Zappies Electro Wizard Night Witch
Cannon Night Witch Skeletons Bats Zappies Electro Wizard
Fireball
Fireball Skeletons Bats Cannon Zappies Electro Wizard Night Witch
Bats Electro Wizard Cannon Fireball Zappies Night Witch
Cannon Fireball Electro Wizard
Cannon Zappies Skeletons Night Witch
Skeletons Cannon Zappies Electro Wizard Night Witch
Bats Electro Wizard Skeletons Cannon Fireball Zappies Night Witch
Bats Fireball Zappies Electro Wizard Night Witch
Cannon Night Witch Skeletons Bats Fireball Zappies Electro Wizard
Fireball Bats Cannon Zappies Electro Wizard Night Witch
Cannon Zappies Electro Wizard
Cannon Fireball Zappies Electro Wizard
Skeletons Bats Cannon Fireball Zappies Electro Wizard Night Witch
Cannon Fireball Bats Zappies Electro Wizard Night Witch
Bats Cannon Fireball Zappies Electro Wizard
Cannon Zappies Electro Wizard
Bats Cannon Fireball Zappies Electro Wizard Night Witch

Counters to secondary win conditions

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

Skeletons Fireball Zappies Electro Wizard
Fireball Electro Wizard
Zappies Skeletons Bats Electro Wizard
Bats Fireball Zappies Electro Wizard Night Witch
Skeletons Cannon Zappies Night Witch
Fireball Skeletons Bats Zappies Electro Wizard
Skeletons Bats Fireball Zappies Electro Wizard Night Witch
Zappies
Electro Wizard Skeletons Bats Fireball Zappies
Skeletons Cannon Zappies
Bats Zappies
Fireball Electro Wizard
Skeletons Cannon Fireball Zappies Night Witch
Cannon Fireball Zappies
Zappies Electro Wizard Skeletons Bats Fireball Night Witch
Bats Cannon Fireball Zappies Electro Wizard
Cannon Fireball 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.)

Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball Bats
Fireball
Fireball
Bats Fireball Electro Wizard Night Witch
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats Night Witch
Fireball Electro Wizard
Fireball
Fireball Night Witch
Fireball
Fireball
Fireball
Fireball Electro Wizard
Fireball
Fireball
Bats Fireball Electro Wizard Night Witch
Electro Wizard Bats Fireball Zappies
Fireball Night Witch
Fireball Night Witch
Fireball Zappies Electro Wizard
Fireball
Electro Wizard Bats Fireball Zappies Night Witch
Fireball Zappies Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Bats Fireball Zappies Electro Wizard
Bats Fireball Zappies Electro Wizard
Fireball Electro Wizard
Fireball

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