My Best Clash Royale Deck

Deck Check Rating

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

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 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 Battle Ram Giant Night Witch

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Giant

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.

Barbarians Battle Ram Giant

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 Battle Ram Giant Skeleton Army Night Witch
Giant Snowball
Bats Barbarians Battle Ram Skeleton Army Night Witch
Zap
Bats Battle Ram Skeleton Army Night Witch
Barbarian Barrel
Barbarians Battle Ram Skeleton Army Night Witch
The Log
Barbarians Battle Ram Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Bats Skeleton Army Night Witch
Royal Delivery
Bats Barbarians Battle Ram Skeleton Army Night Witch
Fireball
Barbarians Battle Ram Skeleton Army Night Witch
Poison
Bats Barbarians Skeleton Army Night Witch
Lightning
Battle Ram Night Witch
Rocket
Barbarians Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Battle Ram Skeleton Army Night Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Skeleton Army Battle Ram Night Witch Barbarians Giant

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 6 5

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 Battle Ram
Zap
Arrows Battle Ram Giant Bats Night Witch
Arrows
Zap Giant Battle Ram Night Witch
Barbarians
Battle Ram
Zap Bats Arrows
Giant
Bats Zap Arrows Night Witch
Skeleton Army
Night Witch
Giant Zap Arrows

Defense Synergies 0 7

Bats
Zap
Zap
Bats Arrows Barbarians Skeleton Army Night Witch
Arrows
Zap Barbarians
Barbarians
Zap Arrows Skeleton Army
Battle Ram
Giant
Skeleton Army
Zap Barbarians
Night Witch
Zap

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.

Zap
Barbarians Skeleton Army Bats Zap Night Witch
Barbarians Skeleton Army Bats Night Witch
Barbarians Skeleton Army Night Witch Bats
Arrows Barbarians Skeleton Army
Arrows Skeleton Army Bats Zap Night Witch
Bats Zap Arrows Night Witch
Zap Arrows Barbarians
Barbarians Skeleton Army Night Witch
Skeleton Army Barbarians Night Witch
Bats Barbarians Skeleton Army Zap Arrows Night Witch
Arrows Bats Zap Night Witch
Barbarians Skeleton Army Night Witch Bats Zap
Skeleton Army Bats Zap Arrows Barbarians Night Witch
Barbarians Skeleton Army
Barbarians Skeleton Army Zap
Barbarians Bats Arrows Skeleton Army Night Witch
Arrows Bats Zap Barbarians Skeleton Army Night Witch
Zap Arrows Bats Barbarians
Barbarians
Skeleton Army Bats Arrows Barbarians Night Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap
Zap Arrows
Barbarians Skeleton Army Bats Zap
Skeleton Army Bats Zap Barbarians Night Witch
Barbarians Skeleton Army Night Witch
Arrows Bats Zap
Skeleton Army Bats Barbarians Night Witch
Barbarians Skeleton Army
Zap Bats Barbarians Skeleton Army
Barbarians Skeleton Army
Bats Barbarians
Skeleton Army Zap Arrows Barbarians
Barbarians Skeleton Army Night Witch
Barbarians Skeleton Army
Barbarians Skeleton Army Bats Zap Night Witch
Bats Arrows Zap Barbarians

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.)

Arrows
Arrows Zap
Arrows
Arrows Barbarians
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Night Witch
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows
Zap Arrows
Night Witch
Arrows
Zap Arrows Barbarians
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch
Zap Arrows
Arrows
Zap Bats Barbarians Skeleton Army Night Witch
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
Zap Bats
Bats Zap
Zap

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