My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower Baby Dragon Night Witch

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Baby Dragon 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.

Arrows Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Baby Dragon 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 Night Witch
Giant Snowball
Goblins Bats Baby Dragon Night Witch
Zap
Goblins Bats Inferno Tower Night Witch
Barbarian Barrel
Goblins Inferno Tower Night Witch
The Log
Goblins
Earthquake
Inferno Tower
Arrows
Goblins Bats Night Witch
Royal Delivery
Goblins Bats Baby Dragon Night Witch
Fireball
Inferno Tower Baby Dragon Night Witch
Poison
Bats Inferno Tower Night Witch
Lightning
Inferno Tower Baby Dragon Night Witch
Rocket
Inferno Tower Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Baby Dragon

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 Inferno Tower Baby Dragon Golem 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.

Fireball

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.

Goblins Fireball

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.

Goblins Bats Arrows Fireball Baby Dragon Night Witch Inferno Tower Golem

Shortest cycle

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

11 Goblins Bats Arrows Fireball

Attack Synergies 5 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.

Goblins
Baby Dragon
Bats
Baby Dragon Golem
Arrows
Fireball Golem Night Witch
Fireball
Arrows Golem Baby Dragon
Inferno Tower
Baby Dragon
Golem Goblins Bats Fireball
Golem
Arrows Fireball Baby Dragon Night Witch Bats
Night Witch
Golem Arrows

Defense Synergies 0 9

Goblins
Inferno Tower Night Witch
Bats
Inferno Tower Baby Dragon
Arrows
Fireball Inferno Tower
Fireball
Arrows Inferno Tower
Inferno Tower
Goblins Bats Arrows Fireball Baby Dragon Night Witch
Baby Dragon
Bats Inferno Tower
Golem
Night Witch
Goblins Inferno Tower

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.

Fireball Inferno Tower Baby Dragon
Inferno Tower Goblins Bats Night Witch
Inferno Tower Goblins Bats Night Witch
Inferno Tower Night Witch Goblins Bats
Arrows Fireball
Arrows Fireball Goblins Bats Baby Dragon Night Witch
Bats Inferno Tower Arrows Fireball Baby Dragon Night Witch
Arrows Fireball Inferno Tower Baby Dragon
Inferno Tower Goblins Night Witch
Goblins Inferno Tower Night Witch
Goblins Bats Arrows Fireball Baby Dragon Night Witch
Arrows Inferno Tower Bats Fireball Baby Dragon Night Witch
Inferno Tower Night Witch Bats Fireball
Fireball Goblins Bats Arrows Baby Dragon Night Witch
Inferno Tower
Inferno Tower Fireball
Goblins Bats Arrows Fireball Inferno Tower Night Witch
Arrows Fireball Goblins Bats Baby Dragon Night Witch
Arrows Baby Dragon Bats Fireball
Inferno Tower
Goblins Bats Arrows Fireball Baby Dragon Night Witch

Counters to secondary win conditions

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

Goblins Fireball Inferno Tower
Fireball Arrows Baby Dragon
Goblins Bats Inferno Tower
Bats Fireball Inferno Tower Night Witch
Inferno Tower Night Witch
Arrows Fireball Bats Baby Dragon
Goblins Bats Fireball Inferno Tower Night Witch
Inferno Tower
Goblins Bats Fireball Inferno Tower Baby Dragon
Inferno Tower
Bats Inferno Tower
Arrows Fireball
Fireball Inferno Tower Night Witch
Fireball Baby Dragon
Inferno Tower Goblins Bats Fireball Baby Dragon Night Witch
Bats Arrows Fireball Inferno Tower Baby Dragon

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.)

Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Arrows Baby Dragon
Arrows Fireball Bats Baby Dragon
Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Goblins Bats Fireball Night Witch
Arrows Fireball
Fireball Arrows Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Bats Night Witch
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Baby Dragon Night Witch
Arrows Fireball
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Arrows Baby Dragon
Fireball Arrows Baby Dragon
Bats Arrows Fireball Baby Dragon Night Witch
Bats Fireball
Fireball Night Witch
Arrows Fireball Night Witch
Arrows Fireball
Arrows Fireball
Bats Fireball Night Witch
Fireball Arrows Baby Dragon
Arrows Fireball
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon

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