My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
Great!
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Night Witch Little Prince

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.

Skeletons Bats Elixir Golem Elixir Collector Night Witch Little Prince

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem

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.

Elixir Golem

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
Skeletons Bats Elixir Golem Night Witch
Giant Snowball
Skeletons Bats Night Witch Little Prince
Zap
Skeletons Bats Night Witch Little Prince
Barbarian Barrel
Skeletons Elixir Golem Night Witch Little Prince
The Log
Skeletons Elixir Golem Little Prince
Earthquake
Skeletons Elixir Golem Elixir Collector
Arrows
Skeletons Bats Night Witch Little Prince
Royal Delivery
Skeletons Bats Elixir Golem Night Witch Little Prince
Fireball
Elixir Golem Elixir Collector Night Witch Little Prince
Poison
Bats Elixir Golem Elixir Collector Night Witch Little Prince
Lightning
Elixir Collector Night Witch Little Prince
Rocket
Elixir Collector Night Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Elixir Golem Elixir Collector Rage 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.

Skeletons Bats Rage Arrows Elixir Golem Little Prince Night Witch Elixir Collector

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 2 5

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.

Skeletons
Bats
Elixir Golem Rage
Arrows
Elixir Golem Night Witch
Elixir Golem
Rage Night Witch Bats Arrows
Elixir Collector
Rage
Elixir Golem Bats Night Witch
Night Witch
Elixir Golem Arrows Rage
Little Prince

Defense Synergies 0 4

Skeletons
Bats Night Witch Little Prince
Bats
Skeletons
Arrows
Little Prince
Elixir Golem
Elixir Collector
Rage
Night Witch
Skeletons
Little Prince
Skeletons Arrows

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.

Skeletons Bats Night Witch
Skeletons Bats Night Witch
Night Witch Skeletons Bats
Arrows
Arrows Skeletons Bats Night Witch
Bats Arrows Night Witch Little Prince
Arrows
Skeletons Night Witch
Skeletons Night Witch Little Prince
Bats Skeletons Arrows Night Witch
Arrows Bats Night Witch
Night Witch Skeletons Bats
Bats Arrows Night Witch
Skeletons Bats Arrows Night Witch
Arrows Bats Night Witch Little Prince
Arrows Bats Little Prince
Bats Arrows Night Witch Little Prince

Counters to secondary win conditions

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

Skeletons
Arrows
Skeletons Bats
Bats Night Witch
Skeletons Night Witch
Arrows Skeletons Bats
Skeletons Bats Night Witch
Skeletons Bats
Skeletons
Bats
Arrows
Skeletons Night Witch
Skeletons Bats Night Witch Little Prince
Bats Arrows

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.)

Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats Night Witch
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats Night Witch
Arrows
Arrows Little Prince
Night Witch
Arrows
Arrows
Arrows Little Prince
Arrows
Arrows
Arrows
Bats Arrows Night Witch Little Prince
Bats
Night Witch
Arrows Night Witch
Arrows
Arrows
Bats Night Witch
Arrows
Arrows
Arrows
Arrows
Bats
Bats
Little Prince

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