My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Bats Zappies Witch Electro Wizard

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 Zappies Witch Bandit Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage

Punishments

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

Bandit Lumberjack

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.

Bandit Lumberjack

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.

Bandit Electro Wizard Lumberjack

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 Clone Bandit
Giant Snowball
Bats Zappies Clone Witch Lumberjack
Zap
Bats Zappies Clone Witch Bandit
Barbarian Barrel
Zappies Clone Witch Bandit Electro Wizard Lumberjack
The Log
Zappies Clone Witch Bandit Lumberjack
Earthquake
Zappies Clone Witch
Arrows
Bats Zappies Clone Witch
Royal Delivery
Bats Zappies Clone Witch Bandit Electro Wizard Lumberjack
Fireball
Zappies Clone Witch Bandit Electro Wizard Lumberjack
Poison
Bats Zappies Clone Witch Electro Wizard
Lightning
Witch Bandit Electro Wizard Lumberjack
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Rage Clone

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.

Witch Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Clone Bandit Zappies Electro Wizard Lumberjack Witch

Shortest cycle

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

10 Bats Rage Clone Bandit

Attack Synergies 1 17

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
Rage Clone Bandit Lumberjack
Zappies
Rage Clone Bandit Lumberjack
Rage
Witch Bats Zappies Electro Wizard
Clone
Bats Zappies Witch Electro Wizard Lumberjack
Witch
Rage Clone Bandit Lumberjack
Bandit
Bats Zappies Witch Electro Wizard Lumberjack
Electro Wizard
Rage Clone Bandit Lumberjack
Lumberjack
Bats Zappies Clone Witch Bandit Electro Wizard

Defense Synergies 0 13

Bats
Zappies Bandit Electro Wizard Lumberjack
Zappies
Bats Bandit Electro Wizard Lumberjack
Rage
Clone
Witch
Bandit Electro Wizard Lumberjack
Bandit
Bats Zappies Witch Electro Wizard Lumberjack
Electro Wizard
Bats Zappies Witch Bandit Lumberjack
Lumberjack
Bats Zappies Witch Bandit Electro Wizard

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.

Zappies Electro Wizard
Lumberjack Bats Zappies Witch Bandit Electro Wizard
Witch Lumberjack Bats Zappies Bandit Electro Wizard
Witch Lumberjack Bats Zappies Bandit Electro Wizard
Lumberjack
Bats Zappies Bandit Electro Wizard Lumberjack
Bats Electro Wizard Zappies Witch
Bandit Electro Wizard
Zappies Witch Lumberjack
Zappies Bandit Electro Wizard Lumberjack
Bats Witch Electro Wizard Zappies Bandit Lumberjack
Bats Zappies Witch Electro Wizard
Lumberjack Bats Zappies Witch Bandit Electro Wizard
Bats Zappies Witch Electro Wizard Lumberjack
Zappies Bandit Electro Wizard Lumberjack
Zappies Bandit Electro Wizard Lumberjack
Bats Zappies Witch Electro Wizard Lumberjack
Bats Zappies Witch Bandit Electro Wizard Lumberjack
Witch Bats Zappies Bandit Electro Wizard Lumberjack
Zappies Electro Wizard Lumberjack
Bats Zappies Witch Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zappies Witch Bandit Electro Wizard
Bandit Electro Wizard Lumberjack
Zappies Bandit Lumberjack Bats Witch Electro Wizard
Lumberjack Bats Zappies Bandit Electro Wizard
Zappies Witch Bandit Lumberjack
Bats Zappies Witch Electro Wizard
Bats Zappies Witch Bandit Electro Wizard Lumberjack
Zappies Lumberjack
Electro Wizard Bats Zappies Witch Bandit
Witch Zappies
Bats Zappies Witch Lumberjack
Electro Wizard
Zappies Witch Bandit Lumberjack
Zappies Witch
Zappies Witch Electro Wizard Bats Lumberjack
Bats Zappies Witch Electro 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.)

Bandit
Bandit Electro Wizard
Bandit
Bats Witch
Witch
Bandit
Bats Electro Wizard Lumberjack
Bandit Electro Wizard
Bandit
Bandit
Witch Bandit
Bandit
Bats
Bandit Electro Wizard
Witch
Witch
Witch
Witch Bandit Electro Wizard
Witch Bandit
Bandit
Bats Witch Electro Wizard
Electro Wizard Bats Zappies Witch
Bandit
Zappies Electro Wizard
Electro Wizard Bats Zappies Witch Bandit
Zappies Witch Electro Wizard
Electro Wizard Lumberjack
Bats Zappies Witch Electro Wizard
Bats Zappies Witch Electro Wizard
Witch Bandit Electro Wizard

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