My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats 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 Battle Ram Balloon Magic Archer Night Witch

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Zap Freeze

Punishments

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

Elite Barbarians Battle Ram Balloon

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.

Elite Barbarians Battle Ram Balloon 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.

Elite Barbarians Balloon 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 Elite Barbarians Battle Ram Balloon Night Witch
Giant Snowball
Bats Battle Ram Balloon Night Witch
Zap
Bats Battle Ram Balloon Night Witch
Barbarian Barrel
Elite Barbarians Battle Ram Magic Archer Night Witch
The Log
Elite Barbarians Battle Ram
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Elite Barbarians Battle Ram Balloon Magic Archer Night Witch
Fireball
Elite Barbarians Battle Ram Balloon Magic Archer Night Witch
Poison
Bats Balloon Magic Archer Night Witch
Lightning
Elite Barbarians Battle Ram Balloon Magic Archer Night Witch
Rocket
Elite Barbarians Balloon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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 Battle Ram Freeze 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.

Elite Barbarians

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 Battle Ram Freeze Magic Archer Night Witch Balloon Elite Barbarians

Shortest cycle

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

12 Bats Zap Battle Ram Freeze

Attack Synergies 6 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.

Bats
Balloon Zap Elite Barbarians Battle Ram
Zap
Elite Barbarians Battle Ram Balloon Bats Freeze Magic Archer Night Witch
Elite Barbarians
Zap Bats Battle Ram
Battle Ram
Zap Magic Archer Bats Elite Barbarians Freeze
Freeze
Balloon Zap Battle Ram
Balloon
Bats Zap Freeze Magic Archer
Magic Archer
Battle Ram Zap Balloon
Night Witch
Zap

Defense Synergies 0 6

Bats
Zap Freeze
Zap
Bats Elite Barbarians Magic Archer Night Witch
Elite Barbarians
Zap
Battle Ram
Freeze
Bats
Balloon
Magic Archer
Zap Night Witch
Night Witch
Zap 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.

Zap Magic Archer
Elite Barbarians Bats Zap Night Witch
Bats Elite Barbarians Freeze Night Witch
Elite Barbarians Night Witch Bats
Elite Barbarians
Freeze Bats Zap Magic Archer Night Witch
Bats Zap Freeze Magic Archer Night Witch
Zap Magic Archer
Elite Barbarians Night Witch
Elite Barbarians Night Witch
Bats Zap Freeze Magic Archer Night Witch
Bats Zap Magic Archer Night Witch
Night Witch Bats Zap Elite Barbarians Freeze
Bats Zap Freeze Magic Archer Night Witch
Elite Barbarians
Zap Elite Barbarians Freeze
Bats Elite Barbarians Night Witch
Bats Zap Elite Barbarians Magic Archer Night Witch
Zap Freeze Bats Magic Archer
Elite Barbarians
Bats Elite Barbarians Night Witch

Counters to secondary win conditions

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

Zap Elite Barbarians
Zap Elite Barbarians Magic Archer
Bats Zap Elite Barbarians
Bats Zap Elite Barbarians Night Witch
Elite Barbarians Night Witch
Bats Zap Freeze Magic Archer
Bats Elite Barbarians Night Witch
Elite Barbarians
Zap Freeze Bats Elite Barbarians Magic Archer
Bats Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Night Witch
Magic Archer
Elite Barbarians Bats Zap Freeze Magic Archer Night Witch
Bats Zap Elite Barbarians Freeze 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 Freeze
Zap Magic Archer
Magic Archer
Freeze
Zap Magic Archer
Bats Zap Freeze Magic Archer
Magic Archer
Zap Freeze Magic Archer
Zap
Bats Elite Barbarians Night Witch
Zap Magic Archer
Zap Magic Archer
Elite Barbarians Magic Archer
Freeze Magic Archer
Zap Elite Barbarians Magic Archer
Zap Magic Archer
Magic Archer
Freeze
Bats Night Witch
Zap Magic Archer
Zap Magic Archer
Magic Archer Night Witch
Zap
Zap Freeze Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Elite Barbarians Bats Zap Magic Archer Night Witch
Zap Bats Freeze
Elite Barbarians Night Witch
Zap Magic Archer Night Witch
Zap Freeze Magic Archer
Magic Archer
Zap Bats Freeze Magic Archer Night Witch
Zap Magic Archer
Freeze
Magic Archer
Zap Magic Archer
Zap
Elite Barbarians
Zap Bats Elite Barbarians Freeze Magic Archer
Bats Zap Magic Archer
Zap Freeze Magic Archer

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