My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Skeleton Dragons Zappies Magic Archer 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 Skeleton Dragons Zappies Giant Magic Archer Night Witch

Offensive cards

Win conditions

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

Giant

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.

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.

Battle Healer Giant Magic Archer

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.

Magic Archer

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 Giant Night Witch
Giant Snowball
Bats Skeleton Dragons Zappies Night Witch
Zap
Bats Zappies Night Witch
Barbarian Barrel
Zappies Magic Archer Night Witch
The Log
Zappies
Earthquake
Zappies
Arrows
Bats Skeleton Dragons Zappies Night Witch
Royal Delivery
Bats Skeleton Dragons Battle Healer Zappies Magic Archer Night Witch
Fireball
Skeleton Dragons Battle Healer Zappies Magic Archer Night Witch
Poison
Bats Skeleton Dragons Battle Healer Zappies Magic Archer Night Witch
Lightning
Skeleton Dragons Battle Healer Magic Archer Night Witch
Rocket
Battle Healer Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Skeleton Dragons Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton Dragons Magic Archer

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 Battle Healer Night 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Arrows Skeleton Dragons Battle Healer Zappies Magic Archer Night Witch Giant

Shortest cycle

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

13 Bats Arrows Skeleton Dragons Battle Healer

Attack Synergies 3 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
Giant Skeleton Dragons Battle Healer
Arrows
Giant Battle Healer Night Witch
Skeleton Dragons
Bats Battle Healer Zappies Giant
Battle Healer
Bats Arrows Skeleton Dragons Zappies Giant Magic Archer Night Witch
Zappies
Skeleton Dragons Battle Healer Giant
Giant
Bats Arrows Night Witch Skeleton Dragons Battle Healer Zappies Magic Archer
Magic Archer
Battle Healer Giant
Night Witch
Giant Arrows Battle Healer

Defense Synergies 0 10

Bats
Battle Healer Zappies
Arrows
Battle Healer
Skeleton Dragons
Battle Healer Zappies Night Witch
Battle Healer
Bats Arrows Skeleton Dragons Zappies Magic Archer Night Witch
Zappies
Bats Skeleton Dragons Battle Healer
Giant
Magic Archer
Battle Healer Night Witch
Night Witch
Skeleton Dragons Battle Healer Magic Archer

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.

Skeleton Dragons Zappies Magic Archer
Bats Skeleton Dragons Battle Healer Zappies Night Witch
Bats Skeleton Dragons Zappies Night Witch
Night Witch Bats Skeleton Dragons Zappies
Arrows Battle Healer
Arrows Bats Skeleton Dragons Zappies Magic Archer Night Witch
Bats Skeleton Dragons Arrows Zappies Magic Archer Night Witch
Arrows Skeleton Dragons Battle Healer Magic Archer
Zappies Night Witch
Battle Healer Zappies Night Witch
Bats Skeleton Dragons Arrows Zappies Magic Archer Night Witch
Arrows Skeleton Dragons Bats Zappies Magic Archer Night Witch
Night Witch Bats Skeleton Dragons Battle Healer Zappies
Bats Arrows Skeleton Dragons Zappies Magic Archer Night Witch
Zappies
Zappies
Bats Arrows Skeleton Dragons Zappies Night Witch
Arrows Bats Skeleton Dragons Battle Healer Zappies Magic Archer Night Witch
Arrows Bats Skeleton Dragons Battle Healer Zappies Magic Archer
Zappies
Skeleton Dragons Bats Arrows Battle Healer Zappies Night Witch

Counters to secondary win conditions

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

Battle Healer Zappies
Arrows Skeleton Dragons Battle Healer Magic Archer
Zappies Bats Battle Healer
Bats Battle Healer Zappies Night Witch
Battle Healer Zappies Night Witch
Arrows Skeleton Dragons Bats Zappies Magic Archer
Bats Battle Healer Zappies Night Witch
Battle Healer Zappies
Bats Skeleton Dragons Zappies Magic Archer
Skeleton Dragons Zappies
Bats Zappies
Arrows
Zappies Night Witch
Skeleton Dragons Zappies Magic Archer
Zappies Bats Skeleton Dragons Battle Healer Magic Archer Night Witch
Bats Arrows Skeleton Dragons Battle Healer Zappies Magic Archer
Arrows

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.)

Magic Archer Arrows Skeleton Dragons
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Bats Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons
Bats Night Witch
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Magic Archer Arrows Skeleton Dragons
Arrows
Bats Skeleton Dragons Night Witch
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer Night Witch
Arrows Skeleton Dragons
Arrows Skeleton Dragons
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Bats Arrows Skeleton Dragons Magic Archer Night Witch
Bats Skeleton Dragons Zappies
Night Witch
Arrows Skeleton Dragons Magic Archer Night Witch
Arrows Skeleton Dragons Zappies Magic Archer
Arrows Magic Archer
Bats Zappies Magic Archer Night Witch
Arrows Skeleton Dragons Zappies Magic Archer
Arrows
Skeleton Dragons Magic Archer
Arrows Skeleton Dragons Magic Archer
Arrows
Skeleton Dragons
Bats Skeleton Dragons Zappies Magic Archer
Bats Skeleton Dragons Zappies Magic Archer
Magic Archer

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