My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Giant Night Witch Skeleton King

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Earthquake

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton King

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Skeleton King

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 Night 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Cannon Earthquake Night Witch Skeleton King Giant

Shortest cycle

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

10 Bats Zap Archers Cannon

Attack Synergies 5 6

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
Giant Zap Skeleton King
Zap
Earthquake Giant Bats Archers Night Witch
Archers
Zap Giant
Cannon
Earthquake
Zap Giant
Giant
Bats Zap Earthquake Night Witch Archers
Night Witch
Giant Zap Skeleton King
Skeleton King
Bats Night Witch

Defense Synergies 1 11

Bats
Zap Cannon Earthquake Skeleton King
Zap
Cannon Bats Archers Earthquake Night Witch
Archers
Zap Cannon Skeleton King
Cannon
Zap Bats Archers Earthquake Night Witch
Earthquake
Bats Zap Cannon
Giant
Night Witch
Zap Cannon
Skeleton King
Bats Archers

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.

Earthquake Zap Cannon
Bats Zap Cannon Night Witch
Cannon Bats Archers Night Witch
Cannon Night Witch Bats Skeleton King
Earthquake
Bats Zap Archers Cannon Earthquake Night Witch
Bats Zap Archers Cannon Night Witch
Earthquake Zap Cannon
Cannon Night Witch Skeleton King
Archers Cannon Night Witch
Bats Archers Zap Cannon Earthquake Night Witch Skeleton King
Bats Zap Archers Night Witch
Cannon Night Witch Bats Zap Earthquake
Bats Zap Cannon Earthquake Night Witch Skeleton King
Cannon Skeleton King
Zap Cannon
Bats Cannon Night Witch
Cannon Bats Zap Archers Night Witch
Zap Earthquake Bats Archers Cannon
Cannon
Bats Archers Cannon Earthquake Night Witch

Counters to secondary win conditions

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

Zap Archers
Zap Archers
Bats Zap
Bats Zap Night Witch
Cannon Night Witch
Bats Zap Archers
Bats Archers Night Witch
Zap Bats
Cannon
Bats
Zap
Cannon Night Witch Skeleton King
Archers Cannon
Bats Zap Archers Night Witch Skeleton King
Bats Zap Archers Cannon Earthquake Skeleton King

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.)

Earthquake
Zap
Earthquake
Earthquake
Zap Earthquake
Bats Zap
Archers Earthquake
Earthquake Zap
Zap
Bats Night Witch
Zap Earthquake
Zap Archers
Earthquake
Earthquake
Earthquake Zap
Earthquake Zap
Earthquake
Earthquake
Bats Night Witch
Zap Archers Earthquake
Zap Earthquake
Earthquake Night Witch
Earthquake Zap
Zap Earthquake
Zap Earthquake
Zap
Zap
Bats Zap Archers Night Witch
Zap Bats
Night Witch
Zap Earthquake Night Witch
Zap
Earthquake
Zap Earthquake Bats Archers Night Witch
Zap Archers
Zap Earthquake Skeleton King
Zap
Zap Bats Skeleton King
Bats Zap
Zap

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