My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Minions 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.

Bomber Bats Archers Giant 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.

Zap

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.

Barbarians 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
Bomber Bats Archers Minions Giant
Giant Snowball
Bomber Bats Archers Minions Barbarians Witch
Zap
Bomber Bats Archers Minions Witch
Barbarian Barrel
Bomber Archers Barbarians Witch
The Log
Bomber Archers Barbarians Witch
Earthquake
Bomber Archers Barbarians Witch
Arrows
Bomber Bats Archers Minions Witch
Royal Delivery
Bomber Bats Archers Minions Barbarians Witch
Fireball
Bomber Archers Minions Barbarians Witch
Poison
Bomber Bats Archers Minions Barbarians Witch
Lightning
Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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

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.

Minions Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Zap Archers Minions Barbarians Giant Witch

Shortest cycle

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

9 Bomber Bats Zap Archers

Attack Synergies 4 10

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.

Bomber
Giant Bats Zap Minions
Bats
Giant Bomber Zap Minions
Zap
Giant Bomber Bats Archers Minions Witch
Archers
Zap Giant
Minions
Giant Bomber Bats Zap
Barbarians
Giant
Bomber Bats Zap Minions Archers Witch
Witch
Zap Giant

Defense Synergies 0 10

Bomber
Bats Zap
Bats
Bomber Zap Minions
Zap
Bomber Bats Archers Minions Barbarians Witch
Archers
Zap Minions Witch
Minions
Bats Zap Archers
Barbarians
Zap
Giant
Witch
Zap Archers

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 Zap Minions
Barbarians Bomber Bats Zap Minions Witch
Barbarians Witch Bomber Bats Archers Minions
Barbarians Witch Bomber Bats Minions
Bomber Barbarians
Bomber Bats Zap Archers Minions
Bats Minions Zap Archers Witch
Zap Barbarians
Barbarians Witch Minions
Bomber Archers Barbarians
Bats Archers Minions Barbarians Witch Bomber Zap
Minions Bats Zap Archers Witch
Barbarians Bomber Bats Zap Minions Witch
Bomber Bats Zap Minions Barbarians Witch
Barbarians
Barbarians Zap
Barbarians Bomber Bats Minions Witch
Bomber Bats Zap Archers Minions Barbarians Witch
Zap Witch Bomber Bats Archers Minions Barbarians
Barbarians
Bomber Bats Archers Minions Barbarians Witch

Counters to secondary win conditions

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

Barbarians Zap Archers Witch
Bomber Zap Archers
Barbarians Bats Zap Minions Witch
Bats Zap Barbarians
Barbarians Witch
Bats Zap Archers Minions Witch
Bats Archers Minions Barbarians Witch
Barbarians
Zap Bats Minions Barbarians Witch
Witch Barbarians
Bats Minions Barbarians Witch
Zap Barbarians
Barbarians Witch
Bomber Archers Barbarians Witch
Barbarians Witch Bomber Bats Zap Archers Minions
Bats Minions Bomber Zap Archers Barbarians Witch

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.)

Zap
Barbarians
Bomber Zap
Bats Zap Minions Witch
Bomber Archers Witch
Zap
Zap
Bats Minions
Zap
Zap Archers
Minions
Zap
Bomber Zap Witch
Bomber Bats Minions
Bomber Zap Archers
Bomber Zap Witch
Minions
Zap Barbarians
Zap Bomber Witch
Witch
Zap Witch
Zap Witch
Zap
Bats Zap Archers Witch
Zap Bats Minions Witch
Bomber Zap
Zap
Zap Bats Archers Minions Barbarians Witch
Zap Archers Witch
Bomber Zap
Zap
Zap Bats Minions Witch
Bats Zap Witch
Zap Witch

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