My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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 Firecracker Night Witch Mother 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 Firecracker Golem Fisherman Night Witch Mother 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.

Arrows

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.

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.

Firecracker 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 Guards Fisherman Night Witch
Giant Snowball
Bats Guards Fisherman Night Witch
Zap
Bats Firecracker Guards Fisherman Night Witch
Barbarian Barrel
Firecracker Guards Night Witch
The Log
Firecracker Guards Fisherman
Earthquake
Firecracker Guards
Arrows
Bats Firecracker Guards Night Witch
Royal Delivery
Bats Firecracker Guards Fisherman Night Witch Mother Witch
Fireball
Firecracker Fisherman Night Witch Mother Witch
Poison
Bats Firecracker Guards Fisherman Night Witch Mother Witch
Lightning
Fisherman Night Witch Mother Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Golem Night Witch Mother Witch

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 Firecracker Guards Fisherman Night Witch Mother Witch Golem

Shortest cycle

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

11 Bats Arrows Firecracker Guards

Attack Synergies 2 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
Firecracker Golem Fisherman
Arrows
Golem Night Witch Mother Witch
Firecracker
Bats Golem Fisherman
Guards
Golem
Arrows Night Witch Bats Firecracker Mother Witch
Fisherman
Bats Firecracker
Night Witch
Golem Arrows
Mother Witch
Arrows Golem

Defense Synergies 1 9

Bats
Firecracker Fisherman
Arrows
Mother Witch
Firecracker
Bats Guards Fisherman Night Witch
Guards
Fisherman Firecracker Mother Witch
Golem
Fisherman
Guards Bats Firecracker Mother Witch
Night Witch
Firecracker Mother Witch
Mother Witch
Arrows Guards Fisherman Night Witch

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.

Firecracker
Bats Firecracker Fisherman Night Witch
Fisherman Bats Night Witch
Night Witch Bats Firecracker Guards Fisherman
Arrows Firecracker
Arrows Bats Firecracker Guards Night Witch Mother Witch
Bats Arrows Firecracker Night Witch
Arrows
Fisherman Night Witch
Guards Firecracker Fisherman Night Witch
Bats Guards Mother Witch Arrows Firecracker Fisherman Night Witch
Arrows Bats Firecracker Night Witch
Night Witch Bats Guards
Bats Arrows Firecracker Guards Night Witch
Fisherman
Bats Arrows Firecracker Fisherman Night Witch
Arrows Bats Firecracker Guards Fisherman Night Witch
Arrows Bats Firecracker Guards Fisherman Mother Witch
Fisherman
Bats Arrows Firecracker Guards Fisherman Night Witch Mother Witch

Counters to secondary win conditions

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

Guards Fisherman
Arrows Firecracker Fisherman
Guards Bats Fisherman
Guards Bats Fisherman Night Witch
Guards Fisherman Night Witch
Arrows Firecracker Mother Witch Bats
Guards Bats Night Witch
Fisherman
Bats Firecracker
Guards
Bats Guards
Arrows Guards
Guards Night Witch
Firecracker
Guards Bats Firecracker Fisherman Night Witch
Bats Arrows Firecracker Mother Witch

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 Firecracker Guards
Arrows Firecracker Fisherman
Arrows
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Mother Witch Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Fisherman
Bats Guards Fisherman Night Witch
Firecracker Arrows Fisherman
Arrows Firecracker
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows
Bats Fisherman Night Witch
Arrows Firecracker Fisherman
Arrows Firecracker Mother Witch
Night Witch
Arrows
Fisherman
Arrows
Arrows Firecracker Mother Witch
Fisherman
Arrows Firecracker Fisherman
Arrows Fisherman
Arrows Firecracker Fisherman
Bats Arrows Firecracker Night Witch Mother Witch
Bats Firecracker Guards
Night Witch
Arrows Night Witch
Arrows Firecracker
Arrows Firecracker
Bats Guards Night Witch
Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker
Bats Firecracker Guards
Firecracker Bats
Firecracker

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