My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard 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 Skeleton Barrel Golem Fisherman Electro Wizard Night Witch

Offensive cards

Win conditions

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

Skeleton Barrel Golem

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.

Skeleton Barrel

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.

Skeleton Barrel 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.

Skeleton Barrel 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 Skeleton Barrel Clone Fisherman Night Witch
Giant Snowball
Bats Skeleton Barrel Clone Fisherman Night Witch
Zap
Bats Skeleton Barrel Clone Fisherman Night Witch
Barbarian Barrel
Skeleton Barrel Clone Electro Wizard Night Witch
The Log
Skeleton Barrel Clone Fisherman
Earthquake
Clone
Arrows
Bats Skeleton Barrel Clone Night Witch
Royal Delivery
Bats Skeleton Barrel Clone Fisherman Electro Wizard Night Witch
Fireball
Skeleton Barrel Clone Fisherman Electro Wizard Night Witch
Poison
Bats Skeleton Barrel Clone Fisherman Electro Wizard Night Witch
Lightning
Fisherman Electro Wizard Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Skeleton Barrel Clone Golem 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 Arrows Skeleton Barrel Clone Fisherman Electro Wizard Night Witch Golem

Shortest cycle

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

11 Bats Arrows Skeleton Barrel Clone

Attack Synergies 6 9

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
Skeleton Barrel Clone Golem Fisherman
Arrows
Golem Skeleton Barrel Night Witch
Skeleton Barrel
Bats Clone Arrows Golem Fisherman
Clone
Skeleton Barrel Golem Night Witch Bats Electro Wizard
Golem
Arrows Clone Night Witch Bats Skeleton Barrel Electro Wizard
Fisherman
Bats Skeleton Barrel
Electro Wizard
Clone Golem
Night Witch
Clone Golem Arrows

Defense Synergies 0 3

Bats
Fisherman Electro Wizard
Arrows
Skeleton Barrel
Clone
Golem
Fisherman
Bats
Electro Wizard
Bats Night Witch
Night Witch
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.

Skeleton Barrel Electro Wizard
Bats Fisherman Electro Wizard Night Witch
Fisherman Bats Electro Wizard Night Witch
Night Witch Bats Fisherman Electro Wizard
Arrows
Arrows Bats Electro Wizard Night Witch
Bats Electro Wizard Arrows Night Witch
Arrows Skeleton Barrel Electro Wizard
Fisherman Night Witch
Fisherman Electro Wizard Night Witch
Bats Electro Wizard Arrows Fisherman Night Witch
Arrows Bats Electro Wizard Night Witch
Night Witch Bats Electro Wizard
Bats Arrows Electro Wizard Night Witch
Electro Wizard
Fisherman Electro Wizard
Bats Arrows Fisherman Electro Wizard Night Witch
Arrows Bats Fisherman Electro Wizard Night Witch
Arrows Bats Fisherman Electro Wizard
Fisherman Electro Wizard
Bats Arrows Fisherman Electro Wizard Night Witch

Counters to secondary win conditions

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

Fisherman Electro Wizard
Electro Wizard Arrows Skeleton Barrel Fisherman
Bats Fisherman Electro Wizard
Bats Fisherman Electro Wizard Night Witch
Fisherman Night Witch
Arrows Bats Skeleton Barrel Electro Wizard
Bats Electro Wizard Night Witch
Fisherman
Electro Wizard Bats
Bats
Arrows Electro Wizard
Night Witch
Electro Wizard Bats Fisherman Night Witch
Bats Arrows Electro Wizard

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.)

Skeleton Barrel Arrows
Arrows Skeleton Barrel Fisherman Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows
Arrows Bats Skeleton Barrel
Arrows
Arrows Skeleton Barrel
Arrows Skeleton Barrel Fisherman
Bats Fisherman Electro Wizard Night Witch
Arrows Skeleton Barrel Fisherman Electro Wizard
Arrows
Skeleton Barrel Fisherman
Arrows Skeleton Barrel Fisherman
Arrows Skeleton Barrel Fisherman
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows
Bats Fisherman Night Witch
Arrows Skeleton Barrel Fisherman Electro Wizard
Arrows Skeleton Barrel
Night Witch
Arrows
Fisherman
Arrows Skeleton Barrel
Arrows
Fisherman
Arrows Skeleton Barrel Fisherman Electro Wizard
Arrows Skeleton Barrel Fisherman
Arrows Skeleton Barrel Fisherman
Bats Arrows Electro Wizard Night Witch
Electro Wizard Bats Skeleton Barrel
Night Witch
Arrows Night Witch
Arrows Electro Wizard
Arrows
Skeleton Barrel Electro Wizard Bats Night Witch
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Skeleton Barrel
Arrows
Bats Electro Wizard
Bats Electro Wizard
Skeleton Barrel Electro Wizard

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