My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Good
Versatility
Good
F2P score
Good

3 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 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

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 Bomber Bats Giant Night Witch

Offensive cards

Win conditions

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

Giant

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.

Giant

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.

Giant

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 Bomber Bats Giant Night Witch
Giant Snowball
Skeletons Bomber Bats Night Witch
Zap
Skeletons Bomber Bats Night Witch
Barbarian Barrel
Skeletons Bomber Night Witch
The Log
Skeletons Bomber
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber Bats Night Witch
Royal Delivery
Skeletons Bomber Bats Night Witch
Fireball
Bomber Night Witch
Poison
Bomber Bats Night Witch
Lightning
Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Bomber Bats Rage Arrows Night Witch Giant

Shortest cycle

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

5 Mirror Skeletons Bomber Bats

Attack Synergies 6 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
Bomber
Giant Bats
Bats
Giant Bomber Rage
Arrows
Giant Mirror Night Witch
Giant
Bomber Bats Arrows Rage Night Witch
Mirror
Arrows Night Witch
Rage
Giant Bats Night Witch
Night Witch
Giant Arrows Mirror Rage

Defense Synergies 1 5

Skeletons
Bomber Bats Night Witch
Bomber
Skeletons Bats
Bats
Skeletons Bomber
Arrows
Mirror
Giant
Mirror
Arrows Night Witch
Rage
Night Witch
Skeletons 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.

Bomber
Skeletons Bomber Bats Night Witch
Skeletons Bomber Bats Night Witch
Night Witch Skeletons Bomber Bats
Bomber Arrows
Arrows Skeletons Bomber Bats Night Witch
Bats Arrows Night Witch
Arrows
Skeletons Night Witch
Skeletons Bomber Night Witch
Bats Skeletons Bomber Arrows Night Witch
Arrows Bats Night Witch
Night Witch Skeletons Bomber Bats
Bomber Bats Arrows Night Witch
Skeletons Bomber Bats Arrows Night Witch
Arrows Bomber Bats Night Witch
Arrows Bomber Bats
Bomber Bats Arrows Night Witch

Counters to secondary win conditions

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

Skeletons
Bomber Arrows
Skeletons Bats
Bats Night Witch
Skeletons Night Witch
Arrows Skeletons Bats
Skeletons Bats Night Witch
Skeletons Bats
Skeletons
Bats
Arrows
Skeletons Night Witch
Bomber
Skeletons Bomber Bats Night Witch
Bats Arrows Bomber

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
Bomber Arrows
Arrows Bats
Bomber Arrows
Arrows
Arrows
Bats Night Witch
Arrows
Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Bats Night Witch
Bomber Arrows
Bomber Arrows
Night Witch
Arrows
Arrows
Arrows Bomber
Arrows
Arrows
Arrows
Bats Arrows Night Witch
Bats
Night Witch
Bomber Arrows Night Witch
Arrows
Arrows
Bats Night Witch
Arrows
Arrows
Arrows Bomber
Arrows
Bats
Bats

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