My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Bats Wizard Prince Electro Wizard Night Witch Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

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.

Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Guards Prince 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.

Wizard 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 Arrows Guards Electro Wizard Night Witch Wizard Prince Sparky

Shortest cycle

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

12 Bats Arrows Guards Electro Wizard

Attack Synergies 1 8

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
Prince Sparky
Arrows
Sparky Prince Night Witch
Wizard
Prince Sparky
Guards
Prince
Bats Arrows Wizard Electro Wizard
Electro Wizard
Prince Sparky
Night Witch
Arrows
Sparky
Arrows Bats Wizard Electro Wizard

Defense Synergies 0 13

Bats
Prince Electro Wizard Sparky
Arrows
Prince Sparky
Wizard
Guards Prince Electro Wizard
Guards
Wizard Prince Electro Wizard Sparky
Prince
Bats Arrows Wizard Guards Electro Wizard
Electro Wizard
Bats Wizard Guards Prince Night Witch
Night Witch
Electro Wizard
Sparky
Bats Arrows Guards

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.

Wizard Electro Wizard Sparky
Sparky Bats Prince Electro Wizard Night Witch
Prince Sparky Bats Electro Wizard Night Witch
Prince Night Witch Sparky Bats Guards Electro Wizard
Arrows Prince Sparky
Arrows Bats Guards Electro Wizard Night Witch
Bats Electro Wizard Arrows Wizard Night Witch
Arrows Electro Wizard Sparky
Sparky Prince Night Witch
Guards Prince Electro Wizard Night Witch Sparky
Bats Guards Electro Wizard Arrows Wizard Night Witch
Arrows Bats Wizard Electro Wizard Night Witch
Prince Night Witch Sparky Bats Wizard Guards Electro Wizard
Wizard Sparky Bats Arrows Guards Prince Electro Wizard Night Witch
Sparky Prince Electro Wizard
Prince Electro Wizard Sparky
Wizard Sparky Bats Arrows Prince Electro Wizard Night Witch
Arrows Bats Wizard Guards Prince Electro Wizard Night Witch
Arrows Wizard Bats Guards Electro Wizard
Sparky Prince Electro Wizard
Wizard Bats Arrows Guards Prince Electro Wizard Night Witch Sparky

Counters to secondary win conditions

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

Guards Prince Electro Wizard Sparky
Electro Wizard Arrows Wizard Prince
Guards Bats Prince Electro Wizard Sparky
Guards Prince Bats Electro Wizard Night Witch Sparky
Guards Prince Night Witch Sparky
Arrows Wizard Bats Electro Wizard
Guards Prince Sparky Bats Electro Wizard Night Witch
Prince Sparky
Electro Wizard Bats Prince Sparky
Guards Sparky
Bats Guards Prince Sparky
Arrows Guards Prince Electro Wizard
Prince Wizard Guards Night Witch Sparky
Wizard Sparky
Guards Electro Wizard Sparky Bats Prince Night Witch
Bats Arrows Wizard Electro Wizard Sparky

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 Guards Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Guards Prince Sparky
Wizard Arrows Sparky
Arrows Wizard Bats
Arrows Wizard Sparky
Arrows Wizard
Arrows Wizard
Bats Guards Prince Electro Wizard Night Witch Sparky
Arrows Wizard Prince Electro Wizard Sparky
Arrows Wizard
Sparky
Arrows
Arrows Prince Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Bats Night Witch Sparky
Arrows Wizard Prince Electro Wizard Sparky
Arrows Wizard
Prince Night Witch Sparky
Arrows Wizard
Prince Sparky
Arrows
Arrows Wizard Sparky
Arrows Wizard Electro Wizard Sparky
Arrows Wizard Prince Sparky
Arrows Sparky
Bats Arrows Wizard Electro Wizard Night Witch Sparky
Electro Wizard Bats Wizard Guards
Night Witch Sparky
Arrows Wizard Night Witch Sparky
Arrows Electro Wizard Sparky
Prince Sparky
Arrows Wizard Sparky
Electro Wizard Bats Guards Prince Night Witch
Arrows Wizard Electro Wizard
Arrows
Wizard Prince Electro Wizard Sparky
Arrows Wizard
Arrows Sparky
Prince Sparky
Bats Guards Electro Wizard Sparky
Bats Electro Wizard
Prince Electro Wizard Sparky

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