My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Rascals Royal Ghost Magic Archer

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 Tesla Baby Dragon Witch Magic Archer

Defensive buildings

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

Tesla

Investments

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

Bats Knight Tesla Baby Dragon Witch Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

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.

Knight Baby Dragon 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
Bats Guards
Giant Snowball
Bats Guards Baby Dragon Witch
Zap
Bats Guards Witch
Barbarian Barrel
Knight Tesla Guards Witch Magic Archer
The Log
Guards Witch
Earthquake
Tesla Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Knight Guards Baby Dragon Witch Magic Archer
Fireball
Tesla Baby Dragon Witch Magic Archer
Poison
Bats Guards Witch Magic Archer
Lightning
Knight Tesla Baby Dragon Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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 Knight Guards Baby Dragon

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.

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.

Bats Zap Knight Guards Tesla Baby Dragon Magic Archer Witch

Shortest cycle

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

10 Bats Zap Knight Guards

Attack Synergies 2 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.

Bats
Knight Zap Baby Dragon
Zap
Bats Knight Guards Baby Dragon Witch Magic Archer
Knight
Bats Baby Dragon Zap Witch Magic Archer
Tesla
Guards
Zap
Baby Dragon
Knight Bats Zap Witch
Witch
Zap Knight Baby Dragon
Magic Archer
Zap Knight

Defense Synergies 3 18

Bats
Knight Zap Tesla Baby Dragon
Zap
Bats Knight Tesla Guards Baby Dragon Witch Magic Archer
Knight
Bats Tesla Magic Archer Zap Baby Dragon Witch
Tesla
Knight Bats Zap Guards Baby Dragon Magic Archer
Guards
Zap Tesla Baby Dragon Witch Magic Archer
Baby Dragon
Bats Zap Knight Tesla Guards Witch
Witch
Zap Knight Guards Baby Dragon
Magic Archer
Knight Zap Tesla Guards

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 Knight Tesla Baby Dragon Magic Archer
Bats Zap Knight Tesla Witch
Tesla Witch Bats Knight
Tesla Witch Bats Knight Guards
Bats Zap Tesla Guards Baby Dragon Magic Archer
Bats Tesla Zap Baby Dragon Witch Magic Archer
Zap Tesla Baby Dragon Magic Archer
Tesla Witch
Knight Guards Tesla
Bats Guards Witch Zap Knight Tesla Baby Dragon Magic Archer
Tesla Bats Zap Baby Dragon Witch Magic Archer
Tesla Bats Zap Knight Guards Witch
Bats Zap Tesla Guards Baby Dragon Witch Magic Archer
Knight Tesla
Zap Tesla
Tesla Bats Knight Witch
Tesla Bats Zap Knight Guards Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Bats Knight Tesla Guards Magic Archer
Tesla
Bats Knight Tesla Guards Baby Dragon Witch

Counters to secondary win conditions

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

Knight Guards Zap Tesla Witch
Zap Knight Tesla Baby Dragon Magic Archer
Guards Bats Zap Knight Witch
Guards Bats Zap Knight Tesla
Knight Tesla Guards Witch
Bats Zap Tesla Baby Dragon Witch Magic Archer
Guards Bats Knight Tesla Witch
Knight Tesla
Zap Bats Knight Baby Dragon Witch Magic Archer
Witch Tesla Guards
Bats Knight Tesla Guards Witch
Zap Guards
Knight Tesla Guards Witch
Tesla Baby Dragon Witch Magic Archer
Tesla Guards Witch Bats Zap Knight Baby Dragon Magic Archer
Bats Zap Tesla Baby Dragon 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 Knight Guards Baby Dragon
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Knight Guards
Zap Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Zap Baby Dragon Magic Archer
Zap
Bats Guards
Zap Knight Magic Archer
Zap Baby Dragon Magic Archer
Knight Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Baby Dragon Witch Magic Archer
Magic Archer Baby Dragon
Bats
Zap Baby Dragon Magic Archer
Zap Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon
Zap Baby Dragon Witch Magic Archer
Witch
Zap Baby Dragon Witch Magic Archer
Zap Baby Dragon Witch Magic Archer
Zap Baby Dragon Magic Archer
Bats Zap Baby Dragon Witch Magic Archer
Zap Bats Guards Witch
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Bats Guards Witch Magic Archer
Zap Baby Dragon Witch Magic Archer
Knight Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap
Zap Bats Guards Baby Dragon Witch Magic Archer
Bats Zap Witch Magic Archer
Zap Baby Dragon Witch Magic Archer

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