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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon Electro Wizard Inferno 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 Baby Dragon Golem Electro Wizard Inferno Dragon 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.

Arrows The Log

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.

Baby Dragon 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 Electro Wizard

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 Inferno Dragon Night Witch
Giant Snowball
Bats Baby Dragon Inferno Dragon Night Witch
Zap
Bats Inferno Dragon Night Witch
Barbarian Barrel
Electro Wizard Night Witch
The Log
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Baby Dragon Electro Wizard Inferno Dragon Night Witch
Fireball
Baby Dragon Electro Wizard Inferno Dragon Night Witch
Poison
Bats Electro Wizard Night Witch
Lightning
Baby Dragon Electro Wizard Inferno Dragon Night Witch
Rocket
Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon The Log

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 Baby Dragon Golem Inferno Dragon 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.

Electro Wizard

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 The Log Arrows Baby Dragon Electro Wizard Inferno Dragon Night Witch Golem

Shortest cycle

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

11 Bats The Log Arrows Baby Dragon

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
Baby Dragon Golem Inferno Dragon
Arrows
Golem Night Witch
Baby Dragon
Golem Bats Electro Wizard Inferno Dragon
Golem
Arrows Baby Dragon Night Witch Bats The Log Electro Wizard
The Log
Golem
Electro Wizard
Baby Dragon Golem
Inferno Dragon
Bats Baby Dragon
Night Witch
Golem Arrows

Defense Synergies 0 11

Bats
Baby Dragon The Log Electro Wizard Inferno Dragon
Arrows
Baby Dragon
Bats The Log Inferno Dragon
Golem
The Log
Bats Baby Dragon Electro Wizard Inferno Dragon Night Witch
Electro Wizard
Bats The Log Inferno Dragon Night Witch
Inferno Dragon
Bats Baby Dragon The Log Electro Wizard
Night Witch
The Log Electro Wizard

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.

Baby Dragon The Log Electro Wizard
Inferno Dragon Bats The Log Electro Wizard Night Witch
Bats Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Night Witch Bats Electro Wizard
Arrows The Log
Arrows The Log Bats Baby Dragon Electro Wizard Night Witch
Bats Electro Wizard Inferno Dragon Arrows Baby Dragon Night Witch
Arrows Baby Dragon The Log Electro Wizard
Inferno Dragon Night Witch
Electro Wizard Night Witch
Bats Electro Wizard Arrows Baby Dragon The Log Night Witch
Arrows Inferno Dragon Bats Baby Dragon Electro Wizard Night Witch
Night Witch Bats The Log Electro Wizard
Bats Arrows Baby Dragon The Log Electro Wizard Night Witch
Inferno Dragon Electro Wizard
The Log Electro Wizard Inferno Dragon
Bats Arrows Electro Wizard Night Witch
Arrows Bats Baby Dragon The Log Electro Wizard Night Witch
Arrows Baby Dragon The Log Bats Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bats Arrows Baby Dragon The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Arrows Baby Dragon The Log Inferno Dragon
Bats The Log Electro Wizard
Bats The Log Electro Wizard Night Witch
Inferno Dragon Night Witch
Arrows Bats Baby Dragon Electro Wizard
Bats Electro Wizard Night Witch
Inferno Dragon
Electro Wizard Bats Baby Dragon The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Bats
Arrows The Log Electro Wizard
Night Witch
Baby Dragon
Electro Wizard Bats Baby Dragon The Log Inferno Dragon Night Witch
Bats Arrows Baby Dragon The Log Electro Wizard Inferno Dragon
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.)

Arrows Baby Dragon The Log
Arrows Baby Dragon The Log Electro Wizard
Arrows Baby Dragon The Log
Arrows The Log
Arrows Baby Dragon The Log
Arrows Bats Baby Dragon
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon
Arrows The Log
Bats Electro Wizard Night Witch
Arrows The Log Electro Wizard
Arrows Baby Dragon
Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows
Bats Night Witch
Arrows Baby Dragon The Log Electro Wizard
Arrows Baby Dragon The Log
Baby Dragon The Log Night Witch
Arrows
The Log
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon
Inferno Dragon
Arrows The Log Baby Dragon Electro Wizard
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Bats Arrows Baby Dragon Electro Wizard Night Witch
Electro Wizard Bats
Night Witch
Arrows The Log Night Witch
Arrows Electro Wizard
Arrows The Log
Electro Wizard Bats Night Witch
Arrows Baby Dragon Electro Wizard
Arrows The Log
Baby Dragon Electro Wizard
Arrows The Log Baby Dragon
Arrows
Bats Baby Dragon The Log Electro Wizard
Bats Electro Wizard
Baby Dragon The Log Electro Wizard

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