My Best Clash Royale Deck

Deck Check Rating

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

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 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 Electro Dragon Golem Night Witch Skeleton King

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 Tornado

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.

Barbarians Golem Skeleton King

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 Dragon Golem

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 Night Witch Skeleton King
Giant Snowball
Bats Barbarians Electro Dragon Night Witch Skeleton King
Zap
Bats Night Witch Skeleton King
Barbarian Barrel
Barbarians Night Witch Skeleton King
The Log
Barbarians Skeleton King
Earthquake
Barbarians Skeleton King
Arrows
Bats Night Witch Skeleton King
Royal Delivery
Bats Barbarians Electro Dragon Night Witch Skeleton King
Fireball
Barbarians Electro Dragon Night Witch Skeleton King
Poison
Bats Barbarians Electro Dragon Night Witch Skeleton King
Lightning
Electro Dragon Night Witch Skeleton King
Rocket
Barbarians Electro Dragon Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon Skeleton King

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 Tornado 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.

Barbarians

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 Tornado Night Witch Skeleton King Barbarians Electro Dragon Golem

Shortest cycle

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

12 Bats Arrows Tornado Night Witch

Attack Synergies 3 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
Golem Skeleton King
Arrows
Golem Night Witch
Barbarians
Tornado
Electro Dragon Golem Night Witch
Electro Dragon
Golem Tornado
Golem
Arrows Electro Dragon Night Witch Bats Tornado Skeleton King
Night Witch
Golem Arrows Tornado Skeleton King
Skeleton King
Bats Golem Night Witch

Defense Synergies 0 5

Bats
Skeleton King
Arrows
Barbarians Tornado
Barbarians
Arrows
Tornado
Arrows Electro Dragon Skeleton King
Electro Dragon
Tornado
Golem
Night Witch
Skeleton King
Bats Tornado

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.

Electro Dragon
Barbarians Bats Electro Dragon Night Witch
Barbarians Tornado Bats Electro Dragon Night Witch
Barbarians Night Witch Bats Electro Dragon Skeleton King
Arrows Barbarians Tornado
Arrows Tornado Bats Electro Dragon Night Witch
Bats Tornado Arrows Electro Dragon Night Witch
Arrows Barbarians Electro Dragon
Barbarians Tornado Night Witch Skeleton King
Tornado Barbarians Night Witch
Bats Barbarians Arrows Tornado Electro Dragon Night Witch Skeleton King
Arrows Bats Tornado Electro Dragon Night Witch
Barbarians Night Witch Bats Electro Dragon
Bats Arrows Barbarians Tornado Electro Dragon Night Witch Skeleton King
Barbarians Skeleton King
Barbarians Tornado
Barbarians Bats Arrows Tornado Electro Dragon Night Witch
Arrows Bats Barbarians Tornado Electro Dragon Night Witch
Arrows Tornado Bats Barbarians Electro Dragon
Barbarians Tornado
Bats Arrows Barbarians Electro Dragon Night Witch

Counters to secondary win conditions

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

Barbarians
Arrows Electro Dragon
Barbarians Bats Electro Dragon
Bats Barbarians Tornado Night Witch
Barbarians Night Witch
Arrows Bats Tornado Electro Dragon
Bats Barbarians Night Witch
Barbarians
Electro Dragon Bats Barbarians Tornado
Barbarians
Bats Barbarians Electro Dragon
Arrows Barbarians Tornado
Barbarians Night Witch Skeleton King
Barbarians Electro Dragon
Barbarians Electro Dragon Bats Tornado Night Witch Skeleton King
Bats Arrows Barbarians Electro Dragon Skeleton King

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 Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows Barbarians
Arrows
Arrows Bats Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Bats Tornado Electro Dragon Night Witch
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Bats Night Witch
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Night Witch
Arrows Tornado
Tornado
Arrows Barbarians Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Bats Arrows Tornado Electro Dragon Night Witch
Electro Dragon Bats
Night Witch
Arrows Electro Dragon Night Witch
Arrows Electro Dragon
Arrows
Bats Barbarians Electro Dragon Night Witch
Arrows Tornado Electro Dragon
Arrows
Electro Dragon
Arrows Electro Dragon Skeleton King
Arrows Tornado
Electro Dragon
Electro Dragon Bats Tornado Skeleton King
Bats Tornado Electro Dragon
Electro Dragon Tornado

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