My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Witch 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 Witch Golem Night Witch Mega Knight

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 Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

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.

Golem Mega Knight

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 Skeleton Army Night Witch
Giant Snowball
Bats Skeleton Army Witch Night Witch
Zap
Bats Skeleton Army Witch Night Witch
Barbarian Barrel
Skeleton Army Witch Night Witch
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch Night Witch
Royal Delivery
Bats Skeleton Army Witch Night Witch
Fireball
Skeleton Army Witch Night Witch
Poison
Bats Skeleton Army Witch Night Witch
Lightning
Witch Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Golem Night Witch Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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

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 Arrows Skeleton Army Night Witch Witch Lightning Mega Knight Golem

Shortest cycle

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

12 Bats Arrows Skeleton Army Night Witch

Attack Synergies 4 7

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
Mega Knight Golem
Arrows
Golem Lightning Night Witch Mega Knight
Skeleton Army
Witch
Golem Mega Knight
Lightning
Golem Arrows
Golem
Arrows Lightning Night Witch Bats Witch
Night Witch
Golem Arrows Mega Knight
Mega Knight
Bats Arrows Witch Night Witch

Defense Synergies 1 4

Bats
Mega Knight
Arrows
Mega Knight Lightning
Skeleton Army
Witch
Mega Knight
Lightning
Arrows
Golem
Night Witch
Mega Knight
Mega Knight
Arrows Bats Witch Night Witch

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
Skeleton Army Bats Witch Night Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Lightning Night Witch
Skeleton Army Witch Night Witch Bats Mega Knight
Lightning Arrows Skeleton Army Mega Knight
Arrows Skeleton Army Bats Night Witch Mega Knight
Bats Lightning Arrows Witch Night Witch
Lightning Arrows Mega Knight
Witch Skeleton Army Night Witch
Skeleton Army Night Witch Mega Knight
Bats Skeleton Army Witch Arrows Night Witch Mega Knight
Arrows Bats Witch Night Witch
Skeleton Army Night Witch Mega Knight Bats Witch Lightning
Skeleton Army Mega Knight Bats Arrows Witch Night Witch
Skeleton Army Mega Knight
Skeleton Army Lightning Mega Knight
Mega Knight Bats Arrows Skeleton Army Witch Night Witch
Arrows Mega Knight Bats Skeleton Army Witch Night Witch
Arrows Witch Bats Mega Knight
Skeleton Army Mega Knight Bats Arrows Witch Night Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Arrows Lightning Mega Knight
Skeleton Army Mega Knight Bats Witch Lightning
Skeleton Army Lightning Mega Knight Bats Night Witch
Skeleton Army Witch Night Witch Mega Knight
Arrows Bats Witch
Skeleton Army Bats Witch Lightning Night Witch
Mega Knight Skeleton Army
Lightning Mega Knight Bats Skeleton Army Witch
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Lightning Mega Knight Arrows
Skeleton Army Lightning Mega Knight Witch Night Witch
Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Lightning Night Witch
Bats Arrows Mega Knight 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.)

Lightning Arrows
Arrows
Lightning Arrows
Lightning Arrows
Arrows Mega Knight
Arrows Bats Witch
Arrows Witch
Arrows Lightning
Arrows Lightning
Lightning Bats Night Witch
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Witch
Lightning Arrows Mega Knight
Lightning Arrows
Bats Lightning Night Witch
Lightning Arrows Mega Knight
Lightning Arrows Witch Mega Knight
Lightning Night Witch Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Witch Mega Knight
Witch
Arrows Witch Lightning
Lightning Arrows Witch Mega Knight
Lightning Arrows
Lightning Bats Arrows Witch Night Witch
Lightning Bats Witch
Lightning Night Witch
Lightning Arrows Night Witch Mega Knight
Lightning Arrows
Mega Knight
Arrows Lightning
Lightning Bats Skeleton Army Witch Night Witch
Lightning Arrows Witch
Arrows
Lightning Mega Knight
Arrows Lightning
Lightning Arrows
Mega Knight
Bats Witch Lightning
Bats Witch Lightning
Lightning Witch Mega Knight

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