My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Magic Archer 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.

Bats Dark Prince Golem Electro Wizard Magic Archer 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.

Zap Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Dark Prince

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.

Dark Prince Golem Magic Archer

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.

Dark Prince Golem Electro Wizard Magic Archer

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
Bats Dark Prince Night Witch
Giant Snowball
Bats Night Witch
Zap
Bats Dark Prince Night Witch
Barbarian Barrel
Dark Prince Electro Wizard Magic Archer Night Witch
The Log
Dark Prince
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Dark Prince Electro Wizard Magic Archer Night Witch
Fireball
Electro Wizard Magic Archer Night Witch
Poison
Bats Electro Wizard Magic Archer Night Witch
Lightning
Dark Prince Electro Wizard Magic Archer Night Witch
Rocket
Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Dark Prince Magic Archer

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 Tornado Dark Prince Golem Night Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Tornado Dark Prince Electro Wizard Magic Archer Night Witch Golem

Shortest cycle

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

11 Bats Zap Tornado Dark Prince

Attack Synergies 4 16

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.

Bats
Zap Dark Prince Golem
Zap
Tornado Electro Wizard Bats Dark Prince Golem Magic Archer Night Witch
Tornado
Zap Magic Archer Dark Prince Golem Night Witch
Dark Prince
Bats Zap Tornado Golem Electro Wizard Magic Archer
Golem
Night Witch Bats Zap Tornado Dark Prince Electro Wizard Magic Archer
Electro Wizard
Zap Dark Prince Golem Magic Archer
Magic Archer
Tornado Zap Dark Prince Golem Electro Wizard
Night Witch
Golem Zap Tornado

Defense Synergies 2 15

Bats
Zap Dark Prince Electro Wizard
Zap
Electro Wizard Bats Tornado Dark Prince Magic Archer Night Witch
Tornado
Magic Archer Zap Dark Prince Electro Wizard
Dark Prince
Bats Zap Tornado Electro Wizard Magic Archer Night Witch
Golem
Electro Wizard
Zap Bats Tornado Dark Prince Magic Archer Night Witch
Magic Archer
Tornado Zap Dark Prince Electro Wizard Night Witch
Night Witch
Zap Dark Prince Electro Wizard Magic Archer

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.

Zap Electro Wizard Magic Archer
Bats Zap Dark Prince Electro Wizard Night Witch
Tornado Bats Dark Prince Electro Wizard Night Witch
Night Witch Bats Dark Prince Electro Wizard
Tornado Dark Prince
Tornado Bats Zap Dark Prince Electro Wizard Magic Archer Night Witch
Bats Tornado Electro Wizard Zap Magic Archer Night Witch
Zap Electro Wizard Magic Archer
Tornado Night Witch
Tornado Dark Prince Electro Wizard Night Witch
Bats Electro Wizard Zap Tornado Dark Prince Magic Archer Night Witch
Bats Zap Tornado Electro Wizard Magic Archer Night Witch
Night Witch Bats Zap Dark Prince Electro Wizard
Bats Zap Tornado Dark Prince Electro Wizard Magic Archer Night Witch
Electro Wizard
Tornado Zap Electro Wizard
Bats Tornado Dark Prince Electro Wizard Night Witch
Bats Zap Tornado Dark Prince Electro Wizard Magic Archer Night Witch
Zap Tornado Bats Dark Prince Electro Wizard Magic Archer
Tornado Electro Wizard
Dark Prince Bats Electro Wizard Night Witch

Counters to secondary win conditions

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

Zap Dark Prince Electro Wizard
Electro Wizard Zap Magic Archer
Bats Zap Dark Prince Electro Wizard
Dark Prince Bats Zap Tornado Electro Wizard Night Witch
Dark Prince Night Witch
Bats Zap Tornado Electro Wizard Magic Archer
Dark Prince Bats Electro Wizard Night Witch
Dark Prince
Zap Electro Wizard Bats Tornado Dark Prince Magic Archer
Bats Dark Prince
Zap Tornado Dark Prince Electro Wizard
Dark Prince Night Witch
Magic Archer
Electro Wizard Bats Zap Tornado Dark Prince Magic Archer Night Witch
Bats Zap Dark Prince Electro Wizard Magic Archer

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.)

Magic Archer
Zap Tornado Electro Wizard Magic Archer
Magic Archer
Dark Prince
Zap Dark Prince Magic Archer
Bats Zap Tornado Magic Archer
Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado
Bats Tornado Electro Wizard Night Witch
Zap Tornado Dark Prince Electro Wizard Magic Archer
Zap Tornado Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Tornado
Bats Night Witch
Zap Dark Prince Electro Wizard Magic Archer
Zap Tornado Magic Archer
Magic Archer Night Witch
Tornado
Tornado
Zap
Zap Tornado Dark Prince Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Tornado Magic Archer
Zap Tornado Magic Archer
Bats Zap Tornado Electro Wizard Magic Archer Night Witch
Zap Electro Wizard Bats
Night Witch
Zap Magic Archer Night Witch
Zap Electro Wizard Magic Archer
Magic Archer
Zap Electro Wizard Bats Dark Prince Magic Archer Night Witch
Zap Tornado Electro Wizard Magic Archer
Dark Prince Electro Wizard Magic Archer
Zap Magic Archer
Zap Tornado
Dark Prince
Zap Bats Tornado Electro Wizard Magic Archer
Bats Zap Tornado Electro Wizard Magic Archer
Zap Tornado Dark Prince Electro Wizard Magic Archer

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