My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Wizard 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 Archers Giant Wizard Night Witch

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 Rage

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.

Missing

Dropped at the bridge

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

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
Bomber Archers Giant Guards Night Witch
Giant Snowball
Bomber Archers Guards Night Witch
Zap
Bomber Archers Guards Night Witch
Barbarian Barrel
Bomber Archers Wizard Guards Night Witch
The Log
Bomber Archers Guards
Earthquake
Bomber Archers Guards
Arrows
Bomber Archers Guards Night Witch
Royal Delivery
Bomber Archers Wizard Guards Night Witch
Fireball
Bomber Archers Wizard Night Witch
Poison
Bomber Archers Wizard Guards Night Witch
Lightning
Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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.

Rage Guards 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Archers Guards Night Witch Giant Wizard

Shortest cycle

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

9 Bomber Zap Rage Archers

Attack Synergies 4 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
Giant Zap
Zap
Giant Bomber Archers Guards Night Witch
Archers
Zap Giant
Giant
Bomber Zap Rage Night Witch Archers Wizard Guards
Wizard
Giant Rage
Rage
Giant Wizard Night Witch
Guards
Zap Giant
Night Witch
Giant Zap Rage

Defense Synergies 0 7

Bomber
Zap Guards
Zap
Bomber Archers Guards Night Witch
Archers
Zap Guards
Giant
Wizard
Guards
Rage
Guards
Bomber Zap Archers Wizard
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.

Bomber Zap Wizard
Bomber Zap Night Witch
Bomber Archers Night Witch
Night Witch Bomber Guards
Bomber
Bomber Zap Archers Guards Night Witch
Zap Archers Wizard Night Witch
Zap
Night Witch
Guards Bomber Archers Night Witch
Archers Guards Bomber Zap Wizard Night Witch
Zap Archers Wizard Night Witch
Night Witch Bomber Zap Wizard Guards
Bomber Wizard Zap Guards Night Witch
Zap
Wizard Bomber Night Witch
Bomber Zap Archers Wizard Guards Night Witch
Zap Wizard Bomber Archers Guards
Bomber Wizard Archers Guards Night Witch

Counters to secondary win conditions

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

Guards Zap Archers
Bomber Zap Archers Wizard
Guards Zap
Guards Zap Night Witch
Guards Night Witch
Wizard Zap Archers
Guards Archers Night Witch
Zap
Guards
Guards
Zap Guards
Wizard Guards Night Witch
Wizard Bomber Archers
Guards Bomber Zap Archers Night Witch
Bomber Zap Archers Wizard

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
Zap
Guards
Bomber Wizard Zap
Wizard Zap
Bomber Archers Wizard
Zap Wizard
Zap Wizard
Guards Night Witch
Zap Wizard
Zap Archers Wizard
Zap
Bomber Zap Wizard
Wizard
Bomber Night Witch
Bomber Zap Archers Wizard
Bomber Zap Wizard
Night Witch
Wizard
Zap
Zap Bomber Wizard
Zap Wizard
Zap Wizard
Zap
Zap Archers Wizard Night Witch
Zap Wizard Guards
Night Witch
Bomber Zap Wizard Night Witch
Zap
Wizard
Zap Archers Guards Night Witch
Zap Archers Wizard
Wizard
Bomber Zap Wizard
Zap
Zap Guards
Zap
Zap

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