My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Good
F2P score
Bad

2 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Archers Minions 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 Archers Witch Golem Night Witch

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.

Missing

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.

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.

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 Archers Minions Guards Clone Night Witch
Giant Snowball
Bats Archers Minions Guards Clone Witch Night Witch
Zap
Bats Archers Minions Guards Clone Witch Night Witch
Barbarian Barrel
Archers Guards Clone Witch Night Witch
The Log
Archers Guards Clone Witch
Earthquake
Archers Guards Clone Witch
Arrows
Bats Archers Minions Guards Clone Witch Night Witch
Royal Delivery
Bats Archers Minions Guards Clone Witch Night Witch
Fireball
Archers Minions Clone Witch Night Witch
Poison
Bats Archers Minions Guards Clone Witch Night Witch
Lightning
Witch Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Guards 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.

Minions 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Archers Minions Guards Clone Night Witch Witch Golem

Shortest cycle

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

11 Bats Archers Minions Guards

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.

Bats
Minions Clone Golem
Archers
Golem
Minions
Bats Clone Golem
Guards
Clone
Clone
Golem Night Witch Bats Minions Guards Witch
Witch
Clone Golem
Golem
Clone Night Witch Bats Archers Minions Witch
Night Witch
Clone Golem

Defense Synergies 0 5

Bats
Minions
Archers
Minions Guards Witch
Minions
Bats Archers
Guards
Archers Witch
Clone
Witch
Archers Guards
Golem
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.

Minions
Bats Minions Witch Night Witch
Witch Bats Archers Minions Night Witch
Witch Night Witch Bats Minions Guards
Bats Archers Minions Guards Night Witch
Bats Minions Archers Witch Night Witch
Witch Minions Night Witch
Guards Archers Night Witch
Bats Archers Minions Guards Witch Night Witch
Minions Bats Archers Witch Night Witch
Night Witch Bats Minions Guards Witch
Bats Minions Guards Witch Night Witch
Bats Minions Witch Night Witch
Bats Archers Minions Guards Witch Night Witch
Witch Bats Archers Minions Guards
Bats Archers Minions Guards Witch Night Witch

Counters to secondary win conditions

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

Guards Archers Witch
Archers
Guards Bats Minions Witch
Guards Bats Night Witch
Guards Witch Night Witch
Bats Archers Minions Witch
Guards Bats Archers Minions Witch Night Witch
Bats Minions Witch
Witch Guards
Bats Minions Guards Witch
Guards
Guards Witch Night Witch
Archers Witch
Guards Witch Bats Archers Minions Night Witch
Bats Minions Archers 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.)

Guards
Guards
Bats Minions Witch
Archers Witch
Bats Minions Guards Night Witch
Archers
Minions
Witch
Bats Minions Night Witch
Archers
Witch
Minions Night Witch
Witch
Witch
Witch
Witch
Bats Archers Witch Night Witch
Bats Minions Guards Witch
Night Witch
Night Witch
Bats Archers Minions Guards Witch Night Witch
Archers Witch
Bats Minions Guards Witch
Bats Witch
Witch

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