My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Electro Wizard Night Witch Little Prince

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.

Tesla Electro Wizard Night Witch Sparky Mega Knight Little Prince

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 Tornado

Punishments

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

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.

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.

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
Night Witch Sparky
Giant Snowball
Night Witch Little Prince
Zap
Night Witch Sparky Little Prince
Barbarian Barrel
Tesla Electro Wizard Night Witch Sparky Little Prince
The Log
Sparky Little Prince
Earthquake
Tesla
Arrows
Night Witch Little Prince
Royal Delivery
Electro Wizard Night Witch Sparky Little Prince
Fireball
Tesla Electro Wizard Night Witch Sparky Little Prince
Poison
Electro Wizard Night Witch Sparky Little Prince
Lightning
Tesla Electro Wizard Night Witch Sparky Little Prince
Rocket
Night Witch Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Sparky 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.

Tornado Night Witch Sparky Mega Knight

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.

Zap Tornado Little Prince Tesla Electro Wizard Night Witch Sparky Mega Knight

Shortest cycle

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

12 Zap Tornado Little Prince Tesla

Attack Synergies 4 8

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
Tornado Electro Wizard Sparky Night Witch Mega Knight Little Prince
Tesla
Tornado
Zap Sparky Night Witch Mega Knight
Electro Wizard
Zap Sparky Mega Knight
Night Witch
Zap Tornado Mega Knight
Sparky
Zap Tornado Electro Wizard
Mega Knight
Zap Tornado Electro Wizard Night Witch
Little Prince
Zap

Defense Synergies 3 17

Zap
Electro Wizard Mega Knight Tesla Tornado Night Witch Sparky Little Prince
Tesla
Zap Tornado Electro Wizard Night Witch Little Prince
Tornado
Sparky Zap Tesla Electro Wizard Sparky Mega Knight Little Prince
Electro Wizard
Zap Tesla Tornado Night Witch Mega Knight Little Prince
Night Witch
Zap Tesla Electro Wizard Mega Knight
Sparky
Tornado Zap Tornado
Mega Knight
Zap Tornado Electro Wizard Night Witch
Little Prince
Zap Tesla Tornado 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 Tesla Electro Wizard Sparky
Sparky Zap Tesla Electro Wizard Night Witch Mega Knight
Tesla Tornado Sparky Mega Knight Electro Wizard Night Witch
Tesla Night Witch Sparky Electro Wizard Mega Knight
Tornado Sparky Mega Knight
Tornado Zap Tesla Electro Wizard Night Witch Mega Knight
Tesla Tornado Electro Wizard Zap Night Witch Little Prince
Zap Tesla Electro Wizard Sparky Mega Knight
Tesla Sparky Tornado Night Witch
Tornado Tesla Electro Wizard Night Witch Sparky Mega Knight Little Prince
Electro Wizard Zap Tesla Tornado Night Witch Mega Knight
Tesla Zap Tornado Electro Wizard Night Witch
Tesla Night Witch Sparky Mega Knight Zap Electro Wizard
Sparky Mega Knight Zap Tesla Tornado Electro Wizard Night Witch
Sparky Tesla Electro Wizard Mega Knight
Tornado Zap Tesla Electro Wizard Sparky Mega Knight
Tesla Sparky Mega Knight Tornado Electro Wizard Night Witch
Tesla Mega Knight Zap Tornado Electro Wizard Night Witch Little Prince
Zap Tornado Tesla Electro Wizard Mega Knight Little Prince
Sparky Tesla Tornado Electro Wizard
Mega Knight Tesla Electro Wizard Night Witch Sparky Little Prince

Counters to secondary win conditions

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

Mega Knight Zap Tesla Electro Wizard Sparky
Electro Wizard Zap Tesla Mega Knight
Mega Knight Zap Electro Wizard Sparky
Mega Knight Zap Tesla Tornado Electro Wizard Night Witch Sparky
Tesla Night Witch Sparky Mega Knight
Zap Tesla Tornado Electro Wizard
Sparky Tesla Electro Wizard Night Witch
Mega Knight Tesla Sparky
Zap Electro Wizard Mega Knight Tornado Sparky
Tesla Sparky
Mega Knight Tesla Sparky
Mega Knight Zap Tornado Electro Wizard
Mega Knight Tesla Night Witch Sparky
Tesla Sparky Mega Knight
Tesla Electro Wizard Sparky Zap Tornado Night Witch Little Prince
Mega Knight Zap Tesla Electro Wizard Sparky

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.)

Sparky
Zap Tornado Electro Wizard
Sparky
Sparky
Zap Sparky Mega Knight
Zap Tornado
Tornado Sparky
Zap Tornado
Zap Tornado
Tornado Electro Wizard Night Witch Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado
Sparky
Zap Sparky
Zap Sparky
Sparky Mega Knight
Tornado Sparky
Night Witch Sparky
Zap Electro Wizard Sparky Mega Knight
Zap Tornado Mega Knight Little Prince
Night Witch Sparky Mega Knight
Tornado
Tornado Sparky
Zap
Zap Tornado Sparky Mega Knight Little Prince
Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky Mega Knight
Zap Tornado Sparky
Zap Tornado Electro Wizard Night Witch Sparky Little Prince
Zap Electro Wizard
Night Witch Sparky
Zap Night Witch Sparky Mega Knight
Zap Electro Wizard Sparky
Sparky Mega Knight
Sparky
Zap Electro Wizard Night Witch
Zap Tornado Electro Wizard
Electro Wizard Sparky Mega Knight
Zap
Zap Tornado Sparky
Sparky Mega Knight
Zap Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Sparky Mega Knight Little Prince

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