My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Dragon Magic Archer 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 Golem Inferno Dragon Magic Archer 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.

The Log

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.

Golem Magic Archer

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 Magic Archer

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 Guards Clone Inferno Dragon Night Witch
Giant Snowball
Bats Guards Clone Inferno Dragon Night Witch
Zap
Bats Guards Clone Inferno Dragon Night Witch
Barbarian Barrel
Guards Clone Magic Archer Night Witch
The Log
Guards Clone
Earthquake
Guards Clone
Arrows
Bats Guards Clone Night Witch
Royal Delivery
Bats Guards Clone Inferno Dragon Magic Archer Night Witch
Fireball
Clone Inferno Dragon Magic Archer Night Witch
Poison
Bats Guards Clone Magic Archer Night Witch
Lightning
Inferno Dragon Magic Archer Night Witch
Rocket
Inferno Dragon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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 Guards Clone Golem Inferno Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Guards Clone Inferno Dragon Magic Archer Night Witch Golem

Shortest cycle

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

10 Bats The Log Guards Clone

Attack Synergies 3 10

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
Clone Golem Inferno Dragon
Guards
Clone The Log
Clone
Golem Night Witch Bats Guards Inferno Dragon Magic Archer
Golem
Clone Night Witch Bats The Log Magic Archer
The Log
Guards Golem Magic Archer
Inferno Dragon
Bats Clone
Magic Archer
Clone Golem The Log
Night Witch
Clone Golem

Defense Synergies 0 8

Bats
The Log Inferno Dragon
Guards
The Log Magic Archer
Clone
Golem
The Log
Bats Guards Inferno Dragon Magic Archer Night Witch
Inferno Dragon
Bats The Log
Magic Archer
Guards The Log Night Witch
Night Witch
The Log Magic Archer

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.

The Log Magic Archer
Inferno Dragon Bats The Log Night Witch
Bats Inferno Dragon Night Witch
Inferno Dragon Night Witch Bats Guards
The Log
The Log Bats Guards Magic Archer Night Witch
Bats Inferno Dragon Magic Archer Night Witch
The Log Magic Archer
Inferno Dragon Night Witch
Guards Night Witch
Bats Guards The Log Magic Archer Night Witch
Inferno Dragon Bats Magic Archer Night Witch
Night Witch Bats Guards The Log
Bats Guards The Log Magic Archer Night Witch
Inferno Dragon
The Log Inferno Dragon
Bats Night Witch
Bats Guards The Log Magic Archer Night Witch
The Log Bats Guards Inferno Dragon Magic Archer
Inferno Dragon
Bats Guards The Log Night Witch

Counters to secondary win conditions

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

Guards
The Log Inferno Dragon Magic Archer
Guards Bats The Log
Guards Bats The Log Night Witch
Guards Inferno Dragon Night Witch
Bats Magic Archer
Guards Bats Night Witch
Inferno Dragon
Bats The Log Inferno Dragon Magic Archer
Guards Inferno Dragon
Inferno Dragon Bats Guards
Guards The Log
Guards Night Witch
Magic Archer
Guards Bats The Log Inferno Dragon Magic Archer Night Witch
Bats The Log Inferno Dragon Magic Archer

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.)

Magic Archer Guards The Log
The Log Magic Archer
The Log Magic Archer
Guards The Log
The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Bats Guards Night Witch
The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats Night Witch
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer Night Witch
The Log
The Log
The Log Magic Archer
Inferno Dragon
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Bats Magic Archer Night Witch
Bats Guards
Night Witch
The Log Magic Archer Night Witch
Magic Archer
The Log Magic Archer
Bats Guards Magic Archer Night Witch
Magic Archer
The Log
Magic Archer
The Log Magic Archer
Bats Guards The Log Magic Archer
Bats Magic Archer
The Log Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: