My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Wizard Inferno Dragon 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 Wizard Elixir Collector Golem Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

Zap

Punishments

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

Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

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 Miner

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 Miner Inferno Dragon Night Witch
Giant Snowball
Bats Miner Inferno Dragon Night Witch
Zap
Bats Inferno Dragon Night Witch
Barbarian Barrel
Wizard Night Witch
The Log
Earthquake
Elixir Collector
Arrows
Bats Night Witch
Royal Delivery
Bats Wizard Miner Inferno Dragon Night Witch
Fireball
Wizard Elixir Collector Inferno Dragon Night Witch
Poison
Bats Wizard Elixir Collector Night Witch
Lightning
Wizard Elixir Collector Inferno Dragon Night Witch
Rocket
Wizard Elixir Collector Inferno Dragon 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.

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.

Bats Elixir Collector Golem Miner 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Miner Inferno Dragon Night Witch Wizard Elixir Collector Golem

Shortest cycle

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

11 Bats Zap Miner Inferno Dragon

Attack Synergies 3 8

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
Miner Zap Golem Inferno Dragon
Zap
Miner Bats Golem Night Witch
Wizard
Golem Miner
Elixir Collector
Golem
Night Witch Bats Zap Wizard
Miner
Bats Zap Wizard Inferno Dragon
Inferno Dragon
Bats Miner
Night Witch
Golem Zap

Defense Synergies 0 5

Bats
Zap Inferno Dragon
Zap
Bats Miner Inferno Dragon Night Witch
Wizard
Elixir Collector
Golem
Miner
Zap
Inferno Dragon
Bats Zap
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 Wizard
Inferno Dragon Bats Zap Night Witch
Bats Inferno Dragon Night Witch
Inferno Dragon Night Witch Bats
Bats Zap Night Witch
Bats Inferno Dragon Zap Wizard Night Witch
Zap
Inferno Dragon Night Witch
Miner Night Witch
Bats Zap Wizard Night Witch
Inferno Dragon Bats Zap Wizard Night Witch
Night Witch Bats Zap Wizard
Wizard Bats Zap Night Witch
Inferno Dragon
Zap Inferno Dragon
Wizard Bats Night Witch
Bats Zap Wizard Night Witch
Zap Wizard Bats Inferno Dragon
Inferno Dragon
Wizard Bats Night Witch

Counters to secondary win conditions

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

Zap
Zap Wizard Miner Inferno Dragon
Bats Zap
Bats Zap Night Witch
Inferno Dragon Night Witch
Wizard Bats Zap
Bats Night Witch
Inferno Dragon
Zap Bats Inferno Dragon
Inferno Dragon
Inferno Dragon Bats
Zap
Wizard Night Witch
Wizard
Bats Zap Inferno Dragon Night Witch
Bats Zap Wizard Inferno 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.)

Zap Miner
Miner
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Miner Zap Wizard
Bats Night Witch
Miner Zap Wizard
Zap Wizard
Miner
Zap
Zap Wizard
Wizard
Bats Night Witch
Zap Wizard
Zap Wizard Miner
Night Witch
Wizard
Zap
Zap Wizard
Inferno Dragon
Miner Zap Wizard
Zap Wizard Miner
Miner Zap
Bats Zap Wizard Night Witch
Zap Bats Wizard
Night Witch
Zap Wizard Miner Night Witch
Zap
Wizard
Zap Bats Night Witch
Zap Wizard
Miner Wizard
Zap Wizard
Zap
Zap Bats
Bats Zap
Zap Miner

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