My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Flying Machine Wizard 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 Flying Machine Wizard Golem Magic Archer Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Punishments

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

Goblin Gang

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.

Goblin Gang Flying Machine Golem 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.

Golem 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 Goblin Gang Night Witch
Giant Snowball
Bats Goblin Gang Flying Machine Night Witch
Zap
Bats Goblin Gang Flying Machine Night Witch
Barbarian Barrel
Goblin Gang Wizard Magic Archer Night Witch
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Flying Machine Night Witch
Royal Delivery
Bats Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Fireball
Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Poison
Bats Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Lightning
Wizard Magic Archer Night Witch
Rocket
Wizard Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 Golem Night Witch

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.

Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Flying Machine Magic Archer Night Witch Wizard Golem

Shortest cycle

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

11 Bats Zap Goblin Gang Flying Machine

Attack Synergies 1 11

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
Zap Flying Machine Golem
Zap
Bats Flying Machine Golem Magic Archer Night Witch
Goblin Gang
Golem
Flying Machine
Bats Zap Golem
Wizard
Golem
Golem
Night Witch Bats Zap Goblin Gang Flying Machine Wizard Magic Archer
Magic Archer
Zap Golem
Night Witch
Golem Zap

Defense Synergies 0 8

Bats
Zap
Zap
Bats Goblin Gang Flying Machine Magic Archer Night Witch
Goblin Gang
Zap Flying Machine Magic Archer
Flying Machine
Zap Goblin Gang
Wizard
Golem
Magic Archer
Zap Goblin Gang 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 Flying Machine Wizard Magic Archer
Bats Zap Goblin Gang Flying Machine Night Witch
Goblin Gang Bats Night Witch
Night Witch Bats Goblin Gang
Goblin Gang Bats Zap Flying Machine Magic Archer Night Witch
Bats Zap Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Zap Flying Machine Magic Archer
Goblin Gang Night Witch
Goblin Gang Night Witch
Bats Goblin Gang Zap Flying Machine Wizard Magic Archer Night Witch
Bats Zap Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Night Witch Bats Zap Goblin Gang Flying Machine Wizard
Wizard Bats Zap Goblin Gang Magic Archer Night Witch
Goblin Gang
Zap Goblin Gang
Wizard Bats Goblin Gang Night Witch
Bats Zap Goblin Gang Flying Machine Wizard Magic Archer Night Witch
Zap Wizard Bats Flying Machine Magic Archer
Goblin Gang Wizard Bats Flying Machine Night Witch

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Flying Machine Wizard Magic Archer
Goblin Gang Bats Zap
Goblin Gang Bats Zap Night Witch
Goblin Gang Night Witch
Wizard Bats Zap Goblin Gang Flying Machine Magic Archer
Goblin Gang Bats Flying Machine Night Witch
Zap Bats Flying Machine Magic Archer
Goblin Gang
Bats Flying Machine
Zap
Goblin Gang Wizard Night Witch
Wizard Flying Machine Magic Archer
Goblin Gang Bats Zap Flying Machine Magic Archer Night Witch
Bats Zap Flying Machine Wizard 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 Flying Machine
Zap Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine
Wizard Zap Magic Archer
Wizard Bats Zap Flying Machine Magic Archer
Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard
Bats Goblin Gang Night Witch
Zap Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer
Zap Flying Machine Magic Archer
Zap Flying Machine Wizard Magic Archer
Magic Archer Flying Machine Wizard
Bats Night Witch
Zap Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Magic Archer Night Witch
Wizard
Zap Flying Machine
Zap Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Zap Magic Archer
Bats Zap Flying Machine Wizard Magic Archer Night Witch
Zap Bats Flying Machine Wizard
Night Witch
Zap Wizard Magic Archer Night Witch
Zap Magic Archer
Wizard Magic Archer
Zap Bats Goblin Gang Flying Machine Magic Archer Night Witch
Zap Flying Machine Wizard Magic Archer
Goblin Gang Flying Machine Wizard Magic Archer
Zap Flying Machine Wizard Magic Archer
Zap
Flying Machine
Zap Bats Goblin Gang Flying Machine Magic Archer
Bats Zap Flying Machine Magic Archer
Zap Flying Machine Magic Archer

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