My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch Electro Wizard Magic Archer 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.

Bomber Bats Witch Electro Wizard Magic Archer Night Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

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

Hog Rider

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.

Hog Rider Magic Archer

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.

Hog Rider Electro Wizard Magic Archer

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
Bomber Bats Hog Rider Night Witch
Giant Snowball
Bomber Bats Hog Rider Witch Night Witch
Zap
Bomber Bats Witch Night Witch
Barbarian Barrel
Bomber Witch Electro Wizard Magic Archer Night Witch
The Log
Bomber Hog Rider Witch
Earthquake
Bomber Hog Rider Witch
Arrows
Bomber Bats Witch Night Witch
Royal Delivery
Bomber Bats Hog Rider Witch Electro Wizard Magic Archer Night Witch
Fireball
Bomber Hog Rider Witch Electro Wizard Magic Archer Night Witch
Poison
Bomber Bats Witch Electro Wizard Magic Archer Night Witch
Lightning
Witch Electro Wizard Magic Archer Night Witch
Rocket
Hog Rider Witch Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Magic Archer

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 Rage 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 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.

Bomber Bats Rage Hog Rider Electro Wizard Magic Archer Night Witch Witch

Shortest cycle

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

10 Bomber Bats Rage Hog Rider

Attack Synergies 3 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.

Bomber
Bats Hog Rider
Bats
Hog Rider Bomber Rage
Hog Rider
Bats Rage Bomber Witch Electro Wizard Magic Archer
Rage
Hog Rider Witch Bats Electro Wizard Night Witch
Witch
Rage Hog Rider
Electro Wizard
Hog Rider Rage Magic Archer
Magic Archer
Hog Rider Electro Wizard
Night Witch
Rage

Defense Synergies 0 7

Bomber
Bats Electro Wizard
Bats
Bomber Electro Wizard
Hog Rider
Rage
Witch
Electro Wizard
Electro Wizard
Bomber Bats Witch Magic Archer Night Witch
Magic Archer
Electro Wizard Night Witch
Night Witch
Electro Wizard Magic Archer

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.

Bomber Electro Wizard Magic Archer
Bomber Bats Witch Electro Wizard Night Witch
Witch Bomber Bats Electro Wizard Night Witch
Witch Night Witch Bomber Bats Electro Wizard
Bomber
Bomber Bats Electro Wizard Magic Archer Night Witch
Bats Electro Wizard Witch Magic Archer Night Witch
Electro Wizard Magic Archer
Witch Night Witch
Bomber Electro Wizard Night Witch
Bats Witch Electro Wizard Bomber Magic Archer Night Witch
Bats Witch Electro Wizard Magic Archer Night Witch
Night Witch Bomber Bats Witch Electro Wizard
Bomber Bats Witch Electro Wizard Magic Archer Night Witch
Electro Wizard
Electro Wizard
Bomber Bats Witch Electro Wizard Night Witch
Bomber Bats Witch Electro Wizard Magic Archer Night Witch
Witch Bomber Bats Electro Wizard Magic Archer
Electro Wizard
Bomber Bats Witch Electro Wizard Night Witch

Counters to secondary win conditions

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

Witch Electro Wizard
Electro Wizard Bomber Magic Archer
Bats Witch Electro Wizard
Bats Electro Wizard Night Witch
Witch Night Witch
Bats Witch Electro Wizard Magic Archer
Bats Witch Electro Wizard Night Witch
Electro Wizard Bats Witch Magic Archer
Witch
Bats Witch
Electro Wizard
Witch Night Witch
Bomber Witch Magic Archer
Witch Electro Wizard Bomber Bats Magic Archer Night Witch
Bats Bomber Witch Electro Wizard Magic Archer

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.)

Magic Archer
Electro Wizard Magic Archer
Magic Archer
Bomber Magic Archer
Bats Witch Magic Archer
Bomber Witch Magic Archer
Magic Archer
Bats Electro Wizard Night Witch
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bomber Witch Magic Archer
Magic Archer
Bomber Bats Night Witch
Bomber Electro Wizard Magic Archer
Bomber Witch Magic Archer
Magic Archer Night Witch
Bomber Witch Magic Archer
Witch
Witch Electro Wizard Magic Archer
Witch Magic Archer
Magic Archer
Bats Witch Electro Wizard Magic Archer Night Witch
Electro Wizard Bats Witch
Night Witch
Bomber Magic Archer Night Witch
Electro Wizard Magic Archer
Magic Archer
Electro Wizard Bats Witch Magic Archer Night Witch
Witch Electro Wizard Magic Archer
Electro Wizard Magic Archer
Bomber Magic Archer
Bats Witch Electro Wizard Magic Archer
Bats Witch Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer

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