My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!
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 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 Archers Royal Giant Dark Prince Bowler Mother Witch Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage

Punishments

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

Royal Giant 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.

Royal Giant Dark 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.

Dark Prince Monk

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 Royal Giant Dark Prince
Giant Snowball
Bats Archers
Zap
Bats Archers Royal Giant Dark Prince
Barbarian Barrel
Archers Dark Prince
The Log
Archers Royal Giant Dark Prince
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Dark Prince Bowler Mother Witch
Fireball
Archers Bowler Mother Witch
Poison
Bats Archers Mother Witch
Lightning
Dark Prince Bowler Mother Witch Monk
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Bowler

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 Rage Dark Prince Bowler Mother Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 Rage Archers Dark Prince Mother Witch Bowler Monk Royal Giant

Shortest cycle

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

11 Bats Rage Archers Dark Prince

Attack Synergies 2 13

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
Royal Giant Rage Dark Prince Bowler
Archers
Royal Giant Dark Prince Bowler
Royal Giant
Bats Mother Witch Archers Dark Prince Bowler Monk
Rage
Bats Dark Prince Mother Witch
Dark Prince
Bats Archers Royal Giant Rage Mother Witch
Bowler
Bats Archers Royal Giant Mother Witch
Mother Witch
Royal Giant Rage Dark Prince Bowler
Monk
Royal Giant

Defense Synergies 0 7

Bats
Dark Prince Bowler
Archers
Dark Prince Bowler
Royal Giant
Rage
Dark Prince
Bats Archers Bowler Mother Witch
Bowler
Bats Archers Dark Prince Mother Witch
Mother Witch
Dark Prince Bowler
Monk

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.

Bowler
Bats Dark Prince Monk
Bowler Bats Archers Dark Prince
Bats Dark Prince Bowler Monk
Dark Prince Bowler Monk
Bowler Bats Archers Dark Prince Mother Witch
Bats Archers
Bowler Monk
Archers Dark Prince Bowler
Bats Archers Mother Witch Dark Prince Bowler
Bats Archers
Bowler Bats Dark Prince
Bowler Bats Dark Prince
Monk Bowler
Bats Dark Prince Bowler
Bats Archers Dark Prince Bowler
Bats Archers Dark Prince Bowler Mother Witch
Dark Prince Bowler Bats Archers Mother Witch

Counters to secondary win conditions

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

Archers Dark Prince Bowler
Archers Bowler Monk
Bats Dark Prince Bowler
Dark Prince Bowler Bats Monk
Dark Prince Bowler
Mother Witch Bats Archers Monk
Dark Prince Bats Archers Bowler
Dark Prince
Bats Dark Prince Monk
Bats Dark Prince Bowler
Monk Dark Prince Bowler
Dark Prince Bowler
Archers Bowler
Bats Archers Dark Prince Bowler Monk
Bats Bowler Archers Dark Prince 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.)

Monk
Monk Bowler
Dark Prince
Dark Prince Bowler
Mother Witch Bats Monk
Archers Bowler
Bowler
Monk
Bats Bowler
Monk Dark Prince Bowler
Monk Archers
Bowler
Monk
Bowler
Bowler
Monk
Bats
Archers Dark Prince Bowler Monk
Bowler Mother Witch Monk
Bowler Monk
Bowler Monk
Monk
Mother Witch Dark Prince Bowler
Bowler Monk
Bowler Monk
Bats Archers Mother Witch
Bats
Bowler
Monk
Bowler Monk
Bats Archers Dark Prince
Archers Monk
Dark Prince Bowler
Bowler
Monk
Dark Prince
Bats Bowler
Bats
Dark Prince Bowler Monk

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