My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 5 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 high-damage unit!

You don't have a unit, that attacks air and deals high 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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.

Firecracker Battle Ram Lumberjack Night Witch Mother Witch Monk

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Lumberjack

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 Ram Lumberjack

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 Lumberjack 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
Battle Ram Night Witch
Giant Snowball
Battle Ram Lumberjack Night Witch
Zap
Firecracker Battle Ram Night Witch
Barbarian Barrel
Firecracker Battle Ram Lumberjack Night Witch
The Log
Firecracker Battle Ram Lumberjack
Earthquake
Firecracker
Arrows
Firecracker Night Witch
Royal Delivery
Firecracker Battle Ram Lumberjack Night Witch Mother Witch
Fireball
Firecracker Battle Ram Lumberjack Night Witch Mother Witch
Poison
Firecracker Night Witch Mother Witch
Lightning
Battle Ram Lumberjack Night Witch Mother Witch Monk
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.

Arrows Battle Ram 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.

Mirror Arrows Firecracker Battle Ram Lumberjack Night Witch Mother Witch Monk

Shortest cycle

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

10 Mirror Arrows Firecracker Battle Ram

Attack Synergies 1 15

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.

Arrows
Mirror Battle Ram Lumberjack Night Witch Mother Witch
Firecracker
Battle Ram Mirror Lumberjack Monk
Battle Ram
Arrows Firecracker Mirror Lumberjack Mother Witch
Mirror
Arrows Firecracker Battle Ram Lumberjack Night Witch
Lumberjack
Arrows Firecracker Battle Ram Mirror Night Witch
Night Witch
Arrows Mirror Lumberjack Monk
Mother Witch
Arrows Battle Ram
Monk
Firecracker Night Witch

Defense Synergies 1 10

Arrows
Mirror Lumberjack Mother Witch Monk
Firecracker
Mirror Lumberjack Night Witch
Battle Ram
Mirror
Arrows Firecracker Lumberjack Night Witch
Lumberjack
Arrows Firecracker Mirror Mother Witch
Night Witch
Firecracker Mirror Mother Witch
Mother Witch
Arrows Lumberjack Night Witch
Monk
Arrows

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
Lumberjack Firecracker Night Witch Monk
Lumberjack Night Witch
Lumberjack Night Witch Firecracker Monk
Arrows Firecracker Lumberjack Monk
Arrows Firecracker Lumberjack Night Witch Mother Witch
Arrows Firecracker Night Witch
Arrows Monk
Lumberjack Night Witch
Firecracker Lumberjack Night Witch
Mother Witch Arrows Firecracker Lumberjack Night Witch
Arrows Firecracker Night Witch
Lumberjack Night Witch
Arrows Firecracker Lumberjack Night Witch
Lumberjack
Monk Lumberjack
Arrows Firecracker Lumberjack Night Witch
Arrows Firecracker Lumberjack Night Witch
Arrows Firecracker Lumberjack Mother Witch
Lumberjack
Arrows Firecracker Lumberjack Night Witch Mother Witch

Counters to secondary win conditions

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

Lumberjack
Arrows Firecracker Lumberjack Monk
Lumberjack
Lumberjack Night Witch Monk
Lumberjack Night Witch
Arrows Firecracker Mother Witch Monk
Lumberjack Night Witch
Lumberjack
Firecracker Monk
Lumberjack
Monk Arrows
Lumberjack Night Witch
Firecracker
Firecracker Lumberjack Night Witch Monk
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 Monk
Arrows Firecracker Monk
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mother Witch Monk
Arrows Firecracker
Arrows Firecracker
Arrows Monk Firecracker
Lumberjack Night Witch
Firecracker Monk Arrows
Monk Arrows Firecracker
Firecracker
Arrows Firecracker Monk
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Monk Arrows
Night Witch
Arrows Firecracker Monk
Arrows Firecracker Mother Witch Monk
Night Witch Monk
Arrows
Monk
Arrows Monk
Arrows Firecracker Mother Witch
Arrows Firecracker Monk
Arrows Monk
Arrows Firecracker
Arrows Firecracker Night Witch Mother Witch
Firecracker
Night Witch
Arrows Night Witch
Arrows Firecracker Monk
Arrows Firecracker Monk
Night Witch
Arrows Firecracker Monk
Arrows
Firecracker Lumberjack
Arrows Firecracker
Monk Arrows
Firecracker
Firecracker
Firecracker
Firecracker Monk

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