My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Wizard Witch Electro Wizard

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.

Wizard Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Hog Rider Mega Knight

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.

Elite Barbarians Hog Rider Mega Knight

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.

Elite Barbarians Hog Rider 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
Elite Barbarians Hog Rider
Giant Snowball
Hog Rider Witch
Zap
Witch
Barbarian Barrel
Elite Barbarians Wizard Witch Electro Wizard
The Log
Elite Barbarians Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Elite Barbarians Hog Rider Wizard Witch Electro Wizard
Fireball
Elite Barbarians Hog Rider Wizard Witch Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Elite Barbarians Wizard Witch Electro Wizard
Rocket
Elite Barbarians Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Mega Knight

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.

Arrows Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Hog Rider Electro Wizard Wizard Witch Elite Barbarians Mega Knight

Shortest cycle

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

13 Zap Arrows Hog Rider Electro Wizard

Attack Synergies 6 13

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.

Zap
Arrows Elite Barbarians Hog Rider Electro Wizard Witch Mega Knight
Arrows
Zap Elite Barbarians Hog Rider Mega Knight
Elite Barbarians
Zap Arrows Hog Rider Wizard Mega Knight
Hog Rider
Zap Arrows Elite Barbarians Wizard Witch Electro Wizard Mega Knight
Wizard
Elite Barbarians Hog Rider Mega Knight
Witch
Zap Hog Rider Mega Knight
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Zap Arrows Elite Barbarians Hog Rider Wizard Witch Electro Wizard

Defense Synergies 3 10

Zap
Electro Wizard Mega Knight Arrows Elite Barbarians Witch
Arrows
Mega Knight Zap
Elite Barbarians
Zap Wizard Mega Knight
Hog Rider
Wizard
Elite Barbarians Electro Wizard Mega Knight
Witch
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Wizard Witch Mega Knight
Mega Knight
Zap Arrows Elite Barbarians Wizard Witch 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.

Zap Wizard Electro Wizard
Elite Barbarians Zap Witch Electro Wizard Mega Knight
Witch Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Witch Electro Wizard Mega Knight
Arrows Elite Barbarians Mega Knight
Arrows Zap Electro Wizard Mega Knight
Electro Wizard Zap Arrows Wizard Witch
Zap Arrows Electro Wizard Mega Knight
Witch Elite Barbarians
Elite Barbarians Electro Wizard Mega Knight
Witch Electro Wizard Zap Arrows Wizard Mega Knight
Arrows Zap Wizard Witch Electro Wizard
Mega Knight Zap Elite Barbarians Wizard Witch Electro Wizard
Wizard Mega Knight Zap Arrows Witch Electro Wizard
Elite Barbarians Electro Wizard Mega Knight
Zap Elite Barbarians Electro Wizard Mega Knight
Wizard Mega Knight Arrows Elite Barbarians Witch Electro Wizard
Arrows Mega Knight Zap Elite Barbarians Wizard Witch Electro Wizard
Zap Arrows Wizard Witch Electro Wizard Mega Knight
Elite Barbarians Electro Wizard
Wizard Mega Knight Arrows Elite Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Elite Barbarians Witch Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Wizard Mega Knight
Mega Knight Zap Elite Barbarians Witch Electro Wizard
Mega Knight Zap Elite Barbarians Electro Wizard
Elite Barbarians Witch Mega Knight
Arrows Wizard Zap Witch Electro Wizard
Elite Barbarians Witch Electro Wizard
Mega Knight Elite Barbarians
Zap Electro Wizard Mega Knight Elite Barbarians Witch
Witch
Mega Knight Elite Barbarians Witch
Mega Knight Zap Arrows Elite Barbarians Electro Wizard
Elite Barbarians Mega Knight Wizard Witch
Wizard Witch Mega Knight
Elite Barbarians Witch Electro Wizard Zap
Arrows Mega Knight Zap Elite Barbarians Wizard Witch 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
Arrows Zap Electro Wizard
Arrows
Arrows
Wizard Zap Arrows Mega Knight
Arrows Wizard Zap Witch
Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Elite Barbarians Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Zap Arrows Wizard Electro Wizard Mega Knight
Zap Arrows Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Witch Mega Knight
Witch
Arrows Zap Wizard Witch Electro Wizard
Zap Arrows Wizard Witch Mega Knight
Zap Arrows
Elite Barbarians Zap Arrows Wizard Witch Electro Wizard
Zap Electro Wizard Wizard Witch
Elite Barbarians
Zap Arrows Wizard Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows Wizard
Zap Electro Wizard Witch
Zap Arrows Wizard Witch Electro Wizard
Arrows
Wizard Electro Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows
Elite Barbarians Mega Knight
Zap Elite Barbarians Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard Mega Knight

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