My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

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 Inferno Dragon 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.

Bats Knight Golem Electro Wizard Inferno Dragon Magic Archer 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.

Arrows

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 Golem 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.

Golem 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
Bats Inferno Dragon Night Witch
Giant Snowball
Bats Inferno Dragon Night Witch
Zap
Bats Inferno Dragon Night Witch
Barbarian Barrel
Knight Electro Wizard Magic Archer Night Witch
The Log
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Knight Electro Wizard Inferno Dragon Magic Archer Night Witch
Fireball
Electro Wizard Inferno Dragon Magic Archer Night Witch
Poison
Bats Electro Wizard Magic Archer Night Witch
Lightning
Knight Electro Wizard Inferno Dragon Magic Archer Night Witch
Rocket
Inferno Dragon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Knight Golem Inferno 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.

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 Knight Electro Wizard Inferno Dragon Magic Archer Night Witch Golem

Shortest cycle

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

12 Bats Arrows Knight Electro Wizard

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.

Bats
Knight Golem Inferno Dragon
Arrows
Golem Knight Night Witch
Knight
Bats Arrows Electro Wizard Magic Archer Night Witch
Golem
Arrows Night Witch Bats Electro Wizard Magic Archer
Electro Wizard
Knight Golem Magic Archer
Inferno Dragon
Bats
Magic Archer
Knight Golem Electro Wizard
Night Witch
Golem Arrows Knight

Defense Synergies 3 8

Bats
Knight Electro Wizard Inferno Dragon
Arrows
Knight
Knight
Bats Electro Wizard Magic Archer Arrows Night Witch
Golem
Electro Wizard
Knight Bats Inferno Dragon Magic Archer Night Witch
Inferno Dragon
Bats Electro Wizard
Magic Archer
Knight Electro Wizard Night Witch
Night Witch
Knight 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.

Knight Electro Wizard Magic Archer
Inferno Dragon Bats Knight Electro Wizard Night Witch
Bats Knight Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Night Witch Bats Knight Electro Wizard
Arrows
Arrows Bats Electro Wizard Magic Archer Night Witch
Bats Electro Wizard Inferno Dragon Arrows Magic Archer Night Witch
Arrows Electro Wizard Magic Archer
Inferno Dragon Night Witch
Knight Electro Wizard Night Witch
Bats Electro Wizard Arrows Knight Magic Archer Night Witch
Arrows Inferno Dragon Bats Electro Wizard Magic Archer Night Witch
Night Witch Bats Knight Electro Wizard
Bats Arrows Electro Wizard Magic Archer Night Witch
Inferno Dragon Knight Electro Wizard
Electro Wizard Inferno Dragon
Bats Arrows Knight Electro Wizard Night Witch
Arrows Bats Knight Electro Wizard Magic Archer Night Witch
Arrows Bats Knight Electro Wizard Inferno Dragon Magic Archer
Electro Wizard Inferno Dragon
Bats Arrows Knight Electro Wizard Night Witch

Counters to secondary win conditions

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

Knight Electro Wizard
Electro Wizard Arrows Knight Inferno Dragon Magic Archer
Bats Knight Electro Wizard
Bats Knight Electro Wizard Night Witch
Knight Inferno Dragon Night Witch
Arrows Bats Electro Wizard Magic Archer
Bats Knight Electro Wizard Night Witch
Knight Inferno Dragon
Electro Wizard Bats Knight Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Bats Knight
Arrows Electro Wizard
Knight Night Witch
Magic Archer
Electro Wizard Bats Knight Inferno Dragon Magic Archer Night Witch
Bats Arrows Electro Wizard Inferno Dragon 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 Arrows Knight
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Knight
Arrows Magic Archer
Arrows Bats Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bats Electro Wizard Night Witch
Arrows Knight Electro Wizard Magic Archer
Arrows Magic Archer
Knight Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Arrows
Bats Night Witch
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Magic Archer Night Witch
Arrows
Arrows
Arrows Magic Archer
Inferno Dragon
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Bats Arrows Electro Wizard Magic Archer Night Witch
Electro Wizard Bats
Night Witch
Arrows Magic Archer Night Witch
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Electro Wizard Bats Magic Archer Night Witch
Arrows Electro Wizard Magic Archer
Arrows
Knight Electro Wizard Magic Archer
Arrows Magic Archer
Arrows
Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Magic Archer

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