My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
Mediocre

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Knight Elixir Collector Night Witch

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.

Zap Freeze

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight

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 Night Witch
Giant Snowball
Bats Clone Night Witch
Zap
Bats Clone Night Witch
Barbarian Barrel
Knight Clone Night Witch
The Log
Clone
Earthquake
Elixir Collector Clone
Arrows
Bats Clone Night Witch
Royal Delivery
Bats Knight Clone Night Witch
Fireball
Elixir Collector Clone Night Witch
Poison
Bats Elixir Collector Clone Night Witch
Lightning
Knight Elixir Collector Night Witch
Rocket
Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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 Knight Elixir Collector Clone Freeze 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Knight Clone Freeze Night Witch Elixir Collector

Shortest cycle

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

7 Mirror Bats Zap Knight

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
Knight Zap Clone
Zap
Mirror Bats Knight Freeze Night Witch
Knight
Bats Zap Night Witch
Elixir Collector
Mirror
Zap Freeze Night Witch
Clone
Night Witch Bats
Freeze
Zap Mirror
Night Witch
Clone Zap Knight Mirror

Defense Synergies 2 6

Bats
Knight Zap Freeze
Zap
Mirror Bats Knight Night Witch
Knight
Bats Zap Night Witch
Elixir Collector
Mirror
Zap Night Witch
Clone
Freeze
Bats
Night Witch
Zap Knight Mirror

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 Knight
Bats Zap Knight Night Witch
Bats Knight Freeze Night Witch
Night Witch Bats Knight
Freeze Bats Zap Night Witch
Bats Zap Freeze Night Witch
Zap
Night Witch
Knight Night Witch
Bats Zap Knight Freeze Night Witch
Bats Zap Night Witch
Night Witch Bats Zap Knight Freeze
Bats Zap Freeze Night Witch
Knight
Zap Freeze
Bats Knight Night Witch
Bats Zap Knight Night Witch
Zap Freeze Bats Knight
Bats Knight Night Witch

Counters to secondary win conditions

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

Knight Zap
Zap Knight
Bats Zap Knight
Bats Zap Knight Night Witch
Knight Night Witch
Bats Zap Freeze
Bats Knight Night Witch
Knight
Zap Freeze Bats Knight
Bats Knight
Zap
Knight Night Witch
Bats Zap Knight Freeze Night Witch
Bats Zap Freeze

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.)

Knight Freeze
Zap
Knight Freeze
Zap
Bats Zap Freeze
Zap Freeze
Zap
Bats Night Witch
Zap Knight
Zap
Knight
Freeze
Zap
Zap
Freeze
Bats Night Witch
Zap
Zap
Night Witch
Zap
Zap Freeze
Zap
Zap
Zap
Bats Zap Night Witch
Zap Bats Freeze
Night Witch
Zap Night Witch
Zap Freeze
Zap Bats Freeze Night Witch
Zap
Freeze
Knight
Zap
Zap
Zap Bats Freeze
Bats Zap
Zap Freeze

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