My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Electro Wizard Magic Archer Lumberjack Night Witch

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.

Archers Wizard 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 Archers Giant Wizard 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 Rage

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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.

Rage

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Archers Barbarians Giant Wizard Witch

Shortest cycle

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

9 Bomber Zap Rage Archers

Attack Synergies 4 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.

Bomber
Giant Zap
Zap
Giant Bomber Archers Witch
Archers
Zap Giant
Barbarians
Giant
Bomber Zap Rage Archers Wizard Witch
Wizard
Giant Rage
Rage
Giant Witch Wizard
Witch
Rage Zap Giant

Defense Synergies 0 5

Bomber
Zap
Zap
Bomber Archers Barbarians Witch
Archers
Zap Witch
Barbarians
Zap
Giant
Wizard
Rage
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 Wizard
Barbarians Bomber Zap Witch
Barbarians Witch Bomber Archers
Barbarians Witch Bomber
Bomber Barbarians
Bomber Zap Archers
Zap Archers Wizard Witch
Zap Barbarians
Barbarians Witch
Bomber Archers Barbarians
Archers Barbarians Witch Bomber Zap Wizard
Zap Archers Wizard Witch
Barbarians Bomber Zap Wizard Witch
Bomber Wizard Zap Barbarians Witch
Barbarians
Barbarians Zap
Barbarians Wizard Bomber Witch
Bomber Zap Archers Barbarians Wizard Witch
Zap Wizard Witch Bomber Archers Barbarians
Barbarians
Bomber Wizard Archers 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 Wizard
Barbarians Zap Witch
Zap Barbarians
Barbarians Witch
Wizard Zap Archers Witch
Archers Barbarians Witch
Barbarians
Zap Barbarians Witch
Witch Barbarians
Barbarians Witch
Zap Barbarians
Barbarians Wizard Witch
Wizard Bomber Archers Barbarians Witch
Barbarians Witch Bomber Zap Archers
Bomber Zap Archers Barbarians Wizard 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 Wizard Zap
Wizard Zap Witch
Bomber Archers Wizard Witch
Zap Wizard
Zap Wizard
Zap Wizard
Zap Archers Wizard
Zap
Bomber Zap Wizard Witch
Wizard
Bomber
Bomber Zap Archers Wizard
Bomber Zap Wizard Witch
Wizard
Zap Barbarians
Zap Bomber Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Archers Wizard Witch
Zap Wizard Witch
Bomber Zap Wizard
Zap
Wizard
Zap Archers Barbarians Witch
Zap Archers Wizard Witch
Wizard
Bomber Zap Wizard
Zap
Zap Witch
Zap Witch
Zap Witch

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