My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Wizard Witch Electro Wizard Magic Archer

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 Giant Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Arrows

Punishments

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

Goblin Gang Royal Hogs

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.

Goblin Gang Royal Hogs Electro Giant 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.

Royal Hogs Electro Wizard 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
Goblin Gang Royal Hogs
Giant Snowball
Goblin Gang Royal Hogs Witch
Zap
Goblin Gang Royal Hogs Witch
Barbarian Barrel
Goblin Gang Wizard Royal Hogs Witch Electro Wizard Magic Archer
The Log
Goblin Gang Royal Hogs Witch
Earthquake
Goblin Gang Royal Hogs Witch
Arrows
Goblin Gang Royal Hogs Witch
Royal Delivery
Goblin Gang Wizard Royal Hogs Witch Electro Wizard Magic Archer
Fireball
Goblin Gang Wizard Royal Hogs Witch Electro Wizard Magic Archer
Poison
Goblin Gang Wizard Royal Hogs Witch Electro Wizard Magic Archer
Lightning
Wizard Witch Electro Wizard Magic Archer
Rocket
Wizard Royal Hogs Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant 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.

Arrows Electro Giant

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Electro Wizard Magic Archer Wizard Royal Hogs Witch Electro Giant

Shortest cycle

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

14 Arrows Goblin Gang Electro Wizard Magic Archer

Attack Synergies 1 5

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.

Arrows
Royal Hogs
Goblin Gang
Royal Hogs
Wizard
Royal Hogs
Royal Hogs
Arrows Goblin Gang Wizard Electro Wizard Magic Archer
Witch
Electro Giant
Electro Wizard
Royal Hogs Magic Archer
Magic Archer
Royal Hogs Electro Wizard

Defense Synergies 0 5

Arrows
Goblin Gang
Electro Wizard Magic Archer
Wizard
Electro Wizard
Royal Hogs
Witch
Electro Wizard
Electro Giant
Electro Wizard
Goblin Gang Wizard Witch Magic Archer
Magic Archer
Goblin Gang 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.

Wizard Electro Wizard Magic Archer
Goblin Gang Witch Electro Wizard
Goblin Gang Witch Electro Wizard
Witch Goblin Gang Electro Wizard
Arrows
Arrows Goblin Gang Electro Wizard Magic Archer
Electro Wizard Arrows Goblin Gang Wizard Witch Magic Archer
Arrows Electro Giant Electro Wizard Magic Archer
Witch Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Witch Electro Wizard Arrows Wizard Electro Giant Magic Archer
Arrows Goblin Gang Wizard Witch Electro Wizard Magic Archer
Goblin Gang Wizard Witch Electro Wizard
Wizard Arrows Goblin Gang Witch Electro Wizard Magic Archer
Goblin Gang Electro Wizard
Goblin Gang Electro Giant Electro Wizard
Wizard Arrows Goblin Gang Witch Electro Wizard
Arrows Goblin Gang Wizard Witch Electro Wizard Magic Archer
Arrows Wizard Witch Electro Wizard Magic Archer
Electro Wizard
Goblin Gang Wizard Arrows Witch Electro Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Witch Electro Giant Electro Wizard
Electro Wizard Arrows Goblin Gang Wizard Magic Archer
Goblin Gang Witch Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Witch
Arrows Wizard Electro Giant Goblin Gang Witch Electro Wizard Magic Archer
Goblin Gang Witch Electro Wizard
Electro Wizard Witch Magic Archer
Witch Goblin Gang
Witch
Arrows Electro Giant Electro Wizard
Goblin Gang Wizard Witch
Wizard Witch Electro Giant Magic Archer
Goblin Gang Witch Electro Giant Electro Wizard Magic Archer
Arrows Wizard Witch Electro Giant Electro Wizard 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 Arrows
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows
Wizard Arrows Magic Archer
Arrows Wizard Electro Giant Witch Magic Archer
Arrows Wizard Witch Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard
Goblin Gang Electro Wizard
Arrows Wizard Electro Wizard Magic Archer
Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Wizard Witch Magic Archer
Magic Archer Arrows Wizard
Arrows
Arrows Wizard Electro Wizard Magic Archer
Arrows Wizard Witch Electro Giant Magic Archer
Magic Archer
Arrows Wizard
Arrows
Arrows Electro Giant Wizard Witch Magic Archer
Witch
Arrows Wizard Witch Electro Wizard Magic Archer
Arrows Wizard Witch Magic Archer
Arrows Magic Archer
Arrows Wizard Witch Electro Giant Electro Wizard Magic Archer
Electro Wizard Wizard Witch Electro Giant
Arrows Wizard Magic Archer
Arrows Electro Wizard Magic Archer
Arrows Wizard Magic Archer
Electro Wizard Goblin Gang Witch Magic Archer
Arrows Wizard Witch Electro Wizard Magic Archer
Arrows
Goblin Gang Wizard Electro Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Electro Giant
Electro Giant Goblin Gang Witch Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer
Witch Electro Giant Electro Wizard Magic Archer

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