My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Elixir Golem Fisherman

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch 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.

Bomber Bats Elixir Golem Wizard Witch Magic Archer Night Witch

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.

Missing

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.

Missing

Dropped at the bridge

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

Elixir 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.

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
Bomber Bats Elixir Golem Night Witch
Giant Snowball
Bomber Bats Witch Night Witch
Zap
Bomber Bats Witch Night Witch
Barbarian Barrel
Bomber Elixir Golem Wizard Witch Magic Archer Night Witch
The Log
Bomber Elixir Golem Witch
Earthquake
Bomber Elixir Golem Witch
Arrows
Bomber Bats Witch Night Witch
Royal Delivery
Bomber Bats Elixir Golem Wizard Witch Magic Archer Night Witch
Fireball
Bomber Elixir Golem Wizard Witch Magic Archer Night Witch
Poison
Bomber Bats Elixir Golem Wizard Witch Magic Archer Night Witch
Lightning
Wizard Witch Magic Archer Night Witch
Rocket
Wizard Witch Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 Elixir 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.

Wizard 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 Bomber Bats Elixir Golem Magic Archer Night Witch Wizard Witch

Shortest cycle

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

7 Mirror Bomber Bats Elixir Golem

Attack Synergies 1 9

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
Bats Elixir Golem
Bats
Bomber Elixir Golem
Elixir Golem
Night Witch Bomber Bats Wizard Mirror Witch Magic Archer
Wizard
Elixir Golem
Mirror
Elixir Golem Magic Archer Night Witch
Witch
Elixir Golem
Magic Archer
Elixir Golem Mirror
Night Witch
Elixir Golem Mirror

Defense Synergies 0 4

Bomber
Bats
Bats
Bomber
Elixir Golem
Wizard
Mirror
Magic Archer Night Witch
Witch
Magic Archer
Mirror Night Witch
Night Witch
Mirror 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.

Bomber Wizard Magic Archer
Bomber Bats Witch Night Witch
Witch Bomber Bats Night Witch
Witch Night Witch Bomber Bats
Bomber
Bomber Bats Magic Archer Night Witch
Bats Wizard Witch Magic Archer Night Witch
Magic Archer
Witch Night Witch
Bomber Night Witch
Bats Witch Bomber Wizard Magic Archer Night Witch
Bats Wizard Witch Magic Archer Night Witch
Night Witch Bomber Bats Wizard Witch
Bomber Wizard Bats Witch Magic Archer Night Witch
Wizard Bomber Bats Witch Night Witch
Bomber Bats Wizard Witch Magic Archer Night Witch
Wizard Witch Bomber Bats Magic Archer
Bomber Wizard Bats Witch Night Witch

Counters to secondary win conditions

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

Witch
Bomber Wizard Magic Archer
Bats Witch
Bats Night Witch
Witch Night Witch
Wizard Bats Witch Magic Archer
Bats Witch Night Witch
Bats Witch Magic Archer
Witch
Bats Witch
Wizard Witch Night Witch
Wizard Bomber Witch Magic Archer
Witch Bomber Bats Magic Archer Night Witch
Bats Bomber Wizard Witch 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
Magic Archer
Magic Archer
Bomber Wizard Magic Archer
Wizard Bats Witch Magic Archer
Bomber Wizard Witch Magic Archer
Wizard Magic Archer
Wizard
Bats Night Witch
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Bomber Wizard Witch Magic Archer
Magic Archer Wizard
Bomber Bats Night Witch
Bomber Wizard Magic Archer
Bomber Wizard Witch Magic Archer
Magic Archer Night Witch
Wizard
Bomber Wizard Witch Magic Archer
Witch
Wizard Witch Magic Archer
Wizard Witch Magic Archer
Magic Archer
Bats Wizard Witch Magic Archer Night Witch
Bats Wizard Witch
Night Witch
Bomber Wizard Magic Archer Night Witch
Magic Archer
Wizard Magic Archer
Bats Witch Magic Archer Night Witch
Wizard Witch Magic Archer
Wizard Magic Archer
Bomber Wizard Magic Archer
Bats Witch Magic Archer
Bats Witch Magic Archer
Witch Magic Archer

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