My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Bad

2 problems 1 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!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground 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 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 Archers 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 Knight Golem Night 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.

Rage Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

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 Archers Clone Night Witch
Giant Snowball
Bats Archers Clone Night Witch
Zap
Bats Archers Clone Night Witch
Barbarian Barrel
Archers Knight Clone Night Witch
The Log
Archers Clone
Earthquake
Archers Clone
Arrows
Bats Archers Clone Night Witch
Royal Delivery
Bats Archers Knight Clone Night Witch
Fireball
Archers Clone Night Witch
Poison
Bats Archers Clone Night Witch
Lightning
Knight Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Knight Rage Clone Golem 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Archers Knight Clone Night Witch Lightning Golem

Shortest cycle

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

10 Bats Rage Archers Knight

Attack Synergies 6 6

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
Knight Rage Clone Golem
Archers
Knight Golem
Knight
Bats Archers Night Witch
Rage
Bats Night Witch
Clone
Golem Night Witch Bats
Lightning
Golem
Golem
Clone Lightning Night Witch Bats Archers
Night Witch
Clone Golem Knight Rage

Defense Synergies 2 1

Bats
Knight
Archers
Knight
Knight
Bats Archers Night Witch
Rage
Clone
Lightning
Golem
Night Witch
Knight

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.

Lightning Knight
Bats Knight Night Witch
Bats Archers Knight Lightning Night Witch
Night Witch Bats Knight
Lightning
Bats Archers Night Witch
Bats Lightning Archers Night Witch
Lightning
Night Witch
Knight Archers Night Witch
Bats Archers Knight Night Witch
Bats Archers Night Witch
Night Witch Bats Knight Lightning
Bats Night Witch
Knight
Lightning
Bats Knight Night Witch
Bats Archers Knight Night Witch
Bats Archers Knight
Bats Archers Knight Night Witch

Counters to secondary win conditions

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

Knight Archers
Archers Knight Lightning
Bats Knight Lightning
Lightning Bats Knight Night Witch
Knight Night Witch
Bats Archers
Bats Archers Knight Lightning Night Witch
Knight
Lightning Bats Knight
Bats Knight
Lightning
Lightning Knight Night Witch
Archers
Bats Archers Knight Lightning Night Witch
Bats Archers

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.)

Lightning Knight
Lightning
Lightning Knight
Bats
Archers
Lightning
Lightning
Lightning Bats Night Witch
Lightning Knight
Lightning Archers
Lightning Knight
Lightning
Lightning
Lightning
Lightning
Lightning
Bats Lightning Night Witch
Lightning Archers
Lightning
Lightning Night Witch
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning
Lightning Bats Archers Night Witch
Lightning Bats
Lightning Night Witch
Lightning Night Witch
Lightning
Lightning
Lightning Bats Archers Night Witch
Lightning Archers
Lightning Knight
Lightning
Lightning
Bats Lightning
Bats Lightning
Lightning

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