My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Magic Archer

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion 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 Mega Minion 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.

Zap Arrows Lightning

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.

Lightning

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
Bats Giant Guards Night Witch
Giant Snowball
Bats Mega Minion Guards Night Witch
Zap
Bats Guards Night Witch
Barbarian Barrel
Guards Night Witch
The Log
Guards
Earthquake
Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Mega Minion Guards Night Witch
Fireball
Mega Minion Night Witch
Poison
Bats Mega Minion Guards Night Witch
Lightning
Mega Minion Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Mega Minion Guards 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.

Bats Zap Arrows Mega Minion Guards Night Witch Giant Lightning

Shortest cycle

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

10 Bats Zap Arrows Mega Minion

Attack Synergies 8 8

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
Giant Zap Mega Minion
Zap
Arrows Mega Minion Giant Bats Guards Night Witch
Arrows
Zap Giant Mega Minion Lightning Night Witch
Mega Minion
Zap Giant Bats Arrows
Giant
Bats Zap Arrows Mega Minion Lightning Night Witch Guards
Guards
Zap Giant
Lightning
Giant Arrows
Night Witch
Giant Zap Arrows

Defense Synergies 1 8

Bats
Zap
Zap
Mega Minion Bats Arrows Guards Night Witch
Arrows
Zap Mega Minion Lightning
Mega Minion
Zap Arrows Guards Night Witch
Giant
Guards
Zap Mega Minion
Lightning
Arrows
Night Witch
Zap Mega Minion

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.

Lightning Zap Mega Minion
Bats Zap Mega Minion Night Witch
Bats Mega Minion Lightning Night Witch
Night Witch Bats Mega Minion Guards
Lightning Arrows
Arrows Bats Zap Mega Minion Guards Night Witch
Bats Mega Minion Lightning Zap Arrows Night Witch
Lightning Zap Arrows
Night Witch
Guards Night Witch
Bats Guards Zap Arrows Mega Minion Night Witch
Arrows Mega Minion Bats Zap Night Witch
Night Witch Bats Zap Guards Lightning
Bats Zap Arrows Mega Minion Guards Night Witch
Zap Lightning
Bats Arrows Night Witch
Arrows Bats Zap Mega Minion Guards Night Witch
Zap Arrows Bats Mega Minion Guards
Bats Arrows Guards Night Witch

Counters to secondary win conditions

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

Guards Zap
Zap Arrows Mega Minion Lightning
Guards Bats Zap Lightning
Guards Lightning Bats Zap Night Witch
Guards Night Witch
Arrows Bats Zap
Guards Bats Mega Minion Lightning Night Witch
Zap Lightning Bats Mega Minion
Mega Minion Guards
Bats Mega Minion Guards
Lightning Zap Arrows Guards
Lightning Guards Night Witch
Guards Bats Zap Mega Minion Lightning Night Witch
Bats Arrows Zap Mega Minion

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.)

Lightning Arrows Guards
Arrows Zap
Lightning Arrows
Lightning Arrows Guards
Zap Arrows
Arrows Bats Zap Mega Minion
Arrows
Arrows Zap Lightning
Arrows Zap Lightning
Lightning Bats Guards Night Witch
Lightning Zap Arrows
Lightning Zap Arrows
Lightning
Lightning Arrows
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Arrows
Lightning Arrows
Bats Lightning Night Witch
Lightning Zap Arrows Mega Minion
Lightning Zap Arrows
Lightning Night Witch
Lightning Arrows
Lightning
Lightning Zap Arrows
Zap Arrows
Mega Minion
Arrows Zap Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Bats Zap Arrows Night Witch
Zap Lightning Bats Mega Minion Guards
Lightning Mega Minion Night Witch
Lightning Zap Arrows Night Witch
Zap Lightning Arrows
Arrows Lightning
Zap Lightning Bats Guards Night Witch
Lightning Zap Arrows Mega Minion
Arrows
Lightning Mega Minion
Arrows Zap Lightning
Lightning Zap Arrows
Mega Minion
Zap Bats Guards Lightning
Bats Zap Lightning
Lightning Zap

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