My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers Dart Goblin Wizard Baby Dragon 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 Archers Giant Wizard Baby Dragon Night Witch

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Missing

Punishments

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

Hog Rider Giant

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.

Dart Goblin Hog Rider Giant Baby Dragon

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.

Hog Rider

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 Archers Hog Rider Giant Night Witch
Giant Snowball
Bats Archers Dart Goblin Hog Rider Baby Dragon Night Witch
Zap
Bats Archers Dart Goblin Night Witch
Barbarian Barrel
Archers Dart Goblin Wizard Night Witch
The Log
Archers Dart Goblin Hog Rider
Earthquake
Archers Hog Rider
Arrows
Bats Archers Dart Goblin Night Witch
Royal Delivery
Bats Archers Dart Goblin Hog Rider Wizard Baby Dragon Night Witch
Fireball
Archers Dart Goblin Hog Rider Wizard Baby Dragon Night Witch
Poison
Bats Archers Dart Goblin Wizard Night Witch
Lightning
Wizard Baby Dragon Night Witch
Rocket
Hog Rider Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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 Baby Dragon 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.

Dart Goblin 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.

Bats Archers Dart Goblin Hog Rider Baby Dragon Night Witch Giant Wizard

Shortest cycle

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

12 Bats Archers Dart Goblin Hog Rider

Attack Synergies 3 12

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
Hog Rider Giant Baby Dragon
Archers
Hog Rider Giant Baby Dragon
Dart Goblin
Hog Rider Giant Baby Dragon
Hog Rider
Bats Archers Dart Goblin Giant Wizard Baby Dragon
Giant
Bats Night Witch Archers Dart Goblin Hog Rider Wizard Baby Dragon
Wizard
Hog Rider Giant
Baby Dragon
Bats Archers Dart Goblin Hog Rider Giant
Night Witch
Giant

Defense Synergies 0 6

Bats
Dart Goblin Baby Dragon
Archers
Dart Goblin Baby Dragon
Dart Goblin
Bats Archers Baby Dragon Night Witch
Hog Rider
Giant
Wizard
Baby Dragon
Bats Archers Dart Goblin
Night Witch
Dart Goblin

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.

Dart Goblin Wizard Baby Dragon
Bats Dart Goblin Night Witch
Bats Archers Dart Goblin Night Witch
Night Witch Bats Dart Goblin
Bats Archers Dart Goblin Baby Dragon Night Witch
Bats Dart Goblin Archers Wizard Baby Dragon Night Witch
Dart Goblin Baby Dragon
Night Witch
Archers Dart Goblin Night Witch
Bats Archers Dart Goblin Wizard Baby Dragon Night Witch
Bats Archers Dart Goblin Wizard Baby Dragon Night Witch
Night Witch Bats Wizard
Wizard Bats Dart Goblin Baby Dragon Night Witch
Wizard Bats Night Witch
Bats Archers Dart Goblin Wizard Baby Dragon Night Witch
Wizard Baby Dragon Bats Archers Dart Goblin
Dart Goblin
Wizard Bats Archers Dart Goblin Baby Dragon Night Witch

Counters to secondary win conditions

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

Archers
Archers Wizard Baby Dragon
Bats
Bats Night Witch
Night Witch
Wizard Bats Archers Dart Goblin Baby Dragon
Bats Archers Dart Goblin Night Witch
Bats Baby Dragon
Dart Goblin
Bats Dart Goblin
Wizard Night Witch
Wizard Archers Dart Goblin Baby Dragon
Bats Archers Dart Goblin Baby Dragon Night Witch
Bats Archers Dart Goblin Wizard Baby Dragon

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.)

Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin
Wizard Baby Dragon
Wizard Bats Dart Goblin Baby Dragon
Archers Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard
Bats Night Witch
Dart Goblin Wizard
Archers Dart Goblin Wizard Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Bats Night Witch
Archers Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Baby Dragon Night Witch
Wizard
Baby Dragon
Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Wizard Baby Dragon
Dart Goblin Baby Dragon
Bats Archers Dart Goblin Wizard Baby Dragon Night Witch
Bats Dart Goblin Wizard
Night Witch
Dart Goblin Wizard Night Witch
Wizard
Bats Archers Dart Goblin Night Witch
Archers Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Dart Goblin Wizard Baby Dragon
Dart Goblin
Bats Dart Goblin Baby Dragon
Bats Dart Goblin
Dart Goblin Baby Dragon

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