My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!
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.

Archers Minions Witch Electro Wizard Inferno Dragon

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.

Archers Witch Electro Wizard Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Arrows

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.

Heal Spirit Lava Hound

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
Archers Minions Inferno Dragon Lava Hound
Giant Snowball
Archers Minions Witch Inferno Dragon Lava Hound
Zap
Archers Minions Witch Inferno Dragon Lava Hound
Barbarian Barrel
Archers Heal Spirit Witch Electro Wizard
The Log
Archers Heal Spirit Witch
Earthquake
Archers Witch
Arrows
Archers Minions Heal Spirit Witch Lava Hound
Royal Delivery
Archers Minions Heal Spirit Witch Electro Wizard Inferno Dragon Lava Hound
Fireball
Archers Minions Witch Electro Wizard Inferno Dragon Lava Hound
Poison
Archers Minions Witch Electro Wizard Lava Hound
Lightning
Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Inferno 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.

Minions Heal Spirit Witch Electro Wizard Lava Hound

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.

Heal Spirit Archers Arrows Minions Electro Wizard Inferno Dragon Witch Lava Hound

Shortest cycle

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

10 Heal Spirit Archers Arrows Minions

Attack Synergies 3 9

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.

Archers
Arrows Heal Spirit Inferno Dragon Lava Hound
Arrows
Lava Hound Archers
Minions
Lava Hound Heal Spirit Inferno Dragon
Heal Spirit
Archers Minions Witch Inferno Dragon
Witch
Heal Spirit Lava Hound
Electro Wizard
Inferno Dragon
Lava Hound Archers Minions Heal Spirit
Lava Hound
Arrows Minions Inferno Dragon Archers Witch

Defense Synergies 0 6

Archers
Minions Witch Electro Wizard
Arrows
Minions
Archers Electro Wizard
Heal Spirit
Witch
Archers Electro Wizard
Electro Wizard
Archers Minions Witch Inferno Dragon
Inferno Dragon
Electro Wizard
Lava Hound

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.

Minions Electro Wizard
Inferno Dragon Minions Witch Electro Wizard
Witch Archers Minions Electro Wizard Inferno Dragon
Witch Inferno Dragon Minions Electro Wizard
Arrows
Arrows Archers Minions Electro Wizard
Minions Electro Wizard Inferno Dragon Archers Arrows Witch
Arrows Electro Wizard
Witch Inferno Dragon Minions
Archers Electro Wizard
Archers Minions Witch Electro Wizard Arrows
Arrows Minions Inferno Dragon Archers Witch Electro Wizard
Minions Witch Electro Wizard
Arrows Minions Witch Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Arrows Minions Witch Electro Wizard
Arrows Archers Minions Witch Electro Wizard
Arrows Witch Archers Minions Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Archers Arrows Minions Witch Electro Wizard

Counters to secondary win conditions

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

Archers Witch Electro Wizard
Electro Wizard Archers Arrows Inferno Dragon
Minions Witch Electro Wizard
Electro Wizard
Witch Inferno Dragon
Arrows Archers Minions Witch Electro Wizard
Archers Minions Witch Electro Wizard
Inferno Dragon
Electro Wizard Minions Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Minions Witch
Arrows Electro Wizard
Witch
Archers Witch
Witch Electro Wizard Archers Minions Inferno Dragon
Arrows Minions Archers Witch Electro Wizard Inferno Dragon

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 Electro Wizard
Arrows
Arrows
Arrows
Arrows Minions Witch
Archers Arrows Witch
Arrows
Arrows
Minions Electro Wizard
Arrows Electro Wizard
Archers Arrows
Arrows Minions
Arrows
Arrows Witch
Arrows
Arrows
Minions
Archers Arrows Electro Wizard
Arrows Witch
Minions
Arrows
Arrows
Arrows Witch
Witch Inferno Dragon
Arrows Witch Electro Wizard
Arrows Witch
Arrows
Archers Arrows Witch Electro Wizard
Electro Wizard Minions Witch
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Archers Minions Witch
Archers Arrows Witch Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
Minions Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard

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