My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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.

Baby Dragon Witch Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tombstone Baby Dragon Witch Bandit Night Witch Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Bandit

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.

Knight Baby Dragon Bandit Lava Hound

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.

Bandit

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
Bandit Night Witch Lava Hound
Giant Snowball
Tombstone Baby Dragon Witch Night Witch Lava Hound
Zap
Tombstone Witch Bandit Night Witch Lava Hound
Barbarian Barrel
Knight Tombstone Witch Bandit Night Witch
The Log
Tombstone Witch Bandit
Earthquake
Tombstone Witch
Arrows
Tombstone Witch Night Witch Lava Hound
Royal Delivery
Knight Baby Dragon Witch Bandit Night Witch Lava Hound
Fireball
Tombstone Baby Dragon Witch Bandit Night Witch Lava Hound
Poison
Tombstone Witch Night Witch Lava Hound
Lightning
Knight Tombstone Baby Dragon Witch Bandit Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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 Knight Tombstone Baby 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.

Witch Lava Hound

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.

Arrows Knight Tombstone Bandit Baby Dragon Night Witch Witch Lava Hound

Shortest cycle

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

12 Arrows Knight Tombstone Bandit

Attack Synergies 3 10

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
Lava Hound Knight Bandit Night Witch
Knight
Baby Dragon Arrows Witch Night Witch
Tombstone
Baby Dragon
Knight Lava Hound Witch Bandit
Witch
Knight Baby Dragon Bandit Lava Hound
Bandit
Arrows Baby Dragon Witch
Night Witch
Arrows Knight Lava Hound
Lava Hound
Arrows Baby Dragon Witch Night Witch

Defense Synergies 0 11

Arrows
Knight Tombstone Bandit
Knight
Arrows Baby Dragon Witch Night Witch
Tombstone
Arrows Baby Dragon Night Witch
Baby Dragon
Knight Tombstone Witch Bandit
Witch
Knight Baby Dragon Bandit
Bandit
Arrows Baby Dragon Witch
Night Witch
Knight Tombstone
Lava Hound

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.

Knight Tombstone Baby Dragon
Knight Tombstone Witch Bandit Night Witch
Witch Knight Tombstone Bandit Night Witch
Witch Night Witch Knight Tombstone Bandit
Arrows Tombstone
Arrows Baby Dragon Bandit Night Witch
Arrows Tombstone Baby Dragon Witch Night Witch
Arrows Baby Dragon Bandit
Witch Tombstone Night Witch
Knight Bandit Night Witch
Witch Arrows Knight Tombstone Baby Dragon Bandit Night Witch
Arrows Baby Dragon Witch Night Witch
Tombstone Night Witch Knight Witch Bandit
Arrows Tombstone Baby Dragon Witch Night Witch
Knight Tombstone Bandit
Bandit
Arrows Knight Tombstone Witch Night Witch
Arrows Tombstone Knight Baby Dragon Witch Bandit Night Witch
Arrows Baby Dragon Witch Knight Tombstone Bandit
Arrows Knight Baby Dragon Witch Bandit Night Witch

Counters to secondary win conditions

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

Knight Tombstone Witch Bandit
Bandit Arrows Knight Baby Dragon
Tombstone Bandit Knight Witch
Knight Bandit Night Witch
Knight Tombstone Witch Bandit Night Witch
Arrows Baby Dragon Witch
Knight Tombstone Witch Bandit Night Witch
Knight
Knight Tombstone Baby Dragon Witch Bandit
Witch Tombstone
Knight Tombstone Witch
Arrows
Knight Tombstone Witch Bandit Night Witch
Baby Dragon Witch
Tombstone Witch Knight Baby Dragon Night Witch
Arrows Baby Dragon 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 Knight Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Knight
Arrows Baby Dragon
Arrows Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows Bandit
Night Witch
Arrows Knight Bandit
Arrows Baby Dragon
Knight Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon
Arrows Baby Dragon Witch Bandit
Arrows Baby Dragon Bandit
Arrows
Night Witch
Arrows Baby Dragon Bandit
Arrows Baby Dragon Witch
Baby Dragon Night Witch
Arrows
Arrows Baby Dragon
Arrows Baby Dragon Witch
Witch
Arrows Baby Dragon Witch Bandit
Arrows Baby Dragon Witch Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon Witch Night Witch
Witch
Night Witch
Arrows Bandit Night Witch
Arrows
Arrows
Tombstone Witch Bandit Night Witch
Arrows Baby Dragon Witch
Arrows
Knight Baby Dragon
Arrows Baby Dragon
Arrows
Baby Dragon Witch
Witch
Baby Dragon Witch Bandit

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