My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rascals Barbarian Barrel Miner Inferno Dragon Magic Archer Lumberjack Sparky

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Electro Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tombstone Golem Electro Wizard 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.

Arrows Rage The Log

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.

Golem

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 Electro Wizard

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 Night Witch
Giant Snowball
Bats Tombstone Night Witch
Zap
Bats Tombstone Night Witch
Barbarian Barrel
Tombstone Electro Wizard Night Witch
The Log
Tombstone
Earthquake
Tombstone
Arrows
Bats Tombstone Night Witch
Royal Delivery
Bats Electro Wizard Night Witch
Fireball
Tombstone Electro Wizard Night Witch
Poison
Bats Tombstone Electro Wizard Night Witch
Lightning
Tombstone Electro Wizard 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.

Arrows The Log

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 Tombstone Rage 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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage The Log Arrows Tombstone Electro Wizard Night Witch Golem

Shortest cycle

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

9 Bats Rage The Log Arrows

Attack Synergies 2 7

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
Rage Golem
Arrows
Golem Night Witch
Tombstone
Rage
Bats Electro Wizard Night Witch
Golem
Arrows Night Witch Bats The Log Electro Wizard
The Log
Golem
Electro Wizard
Rage Golem
Night Witch
Golem Arrows Rage

Defense Synergies 0 8

Bats
The Log Electro Wizard
Arrows
Tombstone
Tombstone
Arrows Electro Wizard Night Witch
Rage
Golem
The Log
Bats Electro Wizard Night Witch
Electro Wizard
Bats Tombstone The Log Night Witch
Night Witch
Tombstone The Log Electro Wizard

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.

Tombstone The Log Electro Wizard
Bats Tombstone The Log Electro Wizard Night Witch
Bats Tombstone Electro Wizard Night Witch
Night Witch Bats Tombstone Electro Wizard
Arrows Tombstone The Log
Arrows The Log Bats Electro Wizard Night Witch
Bats Electro Wizard Arrows Tombstone Night Witch
Arrows The Log Electro Wizard
Tombstone Night Witch
Electro Wizard Night Witch
Bats Electro Wizard Arrows Tombstone The Log Night Witch
Arrows Bats Electro Wizard Night Witch
Tombstone Night Witch Bats The Log Electro Wizard
Bats Arrows Tombstone The Log Electro Wizard Night Witch
Tombstone Electro Wizard
The Log Electro Wizard
Bats Arrows Tombstone Electro Wizard Night Witch
Arrows Tombstone Bats The Log Electro Wizard Night Witch
Arrows The Log Bats Tombstone Electro Wizard
Electro Wizard
Bats Arrows The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Tombstone Electro Wizard
Electro Wizard Arrows The Log
Tombstone Bats The Log Electro Wizard
Bats The Log Electro Wizard Night Witch
Tombstone Night Witch
Arrows Bats Electro Wizard
Bats Tombstone Electro Wizard Night Witch
Electro Wizard Bats Tombstone The Log
Tombstone
Bats Tombstone
Arrows The Log Electro Wizard
Tombstone Night Witch
Tombstone Electro Wizard Bats The Log Night Witch
Bats Arrows The Log Electro Wizard

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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log
Bats Electro Wizard Night Witch
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats Night Witch
Arrows The Log Electro Wizard
Arrows The Log
The Log Night Witch
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Bats Arrows Electro Wizard Night Witch
Electro Wizard Bats
Night Witch
Arrows The Log Night Witch
Arrows Electro Wizard
Arrows The Log
Electro Wizard Bats Tombstone Night Witch
Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log
Arrows
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: