My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers 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.

Archers Witch Electro Wizard Magic Archer 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.

Fireball Rage

Punishments

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

Hog Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Magic Archer 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Magic Archer 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.

Rage 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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Fireball Hog Rider Electro Wizard Magic Archer Witch Mega Knight

Shortest cycle

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

13 Rage Archers Fireball Hog Rider

Attack Synergies 3 14

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
Hog Rider Mega Knight
Fireball
Hog Rider Electro Wizard Magic Archer Mega Knight
Hog Rider
Fireball Rage Archers Witch Electro Wizard Magic Archer Mega Knight
Rage
Hog Rider Witch Electro Wizard
Witch
Rage Hog Rider Mega Knight
Electro Wizard
Fireball Hog Rider Rage Magic Archer Mega Knight
Magic Archer
Fireball Hog Rider Electro Wizard Mega Knight
Mega Knight
Archers Fireball Hog Rider Witch Electro Wizard Magic Archer

Defense Synergies 0 10

Archers
Witch Electro Wizard Mega Knight
Fireball
Electro Wizard Mega Knight
Hog Rider
Rage
Witch
Archers Electro Wizard Mega Knight
Electro Wizard
Archers Fireball Witch Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Archers Fireball Witch Electro Wizard Magic Archer

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.

Fireball Electro Wizard Magic Archer
Witch Electro Wizard Mega Knight
Witch Mega Knight Archers Electro Wizard
Witch Electro Wizard Mega Knight
Fireball Mega Knight
Fireball Archers Electro Wizard Magic Archer Mega Knight
Electro Wizard Archers Fireball Witch Magic Archer
Fireball Electro Wizard Magic Archer Mega Knight
Witch
Archers Electro Wizard Mega Knight
Archers Witch Electro Wizard Fireball Magic Archer Mega Knight
Archers Fireball Witch Electro Wizard Magic Archer
Mega Knight Fireball Witch Electro Wizard
Fireball Mega Knight Witch Electro Wizard Magic Archer
Electro Wizard Mega Knight
Fireball Electro Wizard Mega Knight
Mega Knight Fireball Witch Electro Wizard
Fireball Mega Knight Archers Witch Electro Wizard Magic Archer
Witch Archers Fireball Electro Wizard Magic Archer Mega Knight
Electro Wizard
Mega Knight Archers Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Archers Fireball Witch Electro Wizard
Fireball Electro Wizard Archers Magic Archer Mega Knight
Mega Knight Witch Electro Wizard
Mega Knight Fireball Electro Wizard
Witch Mega Knight
Fireball Archers Witch Electro Wizard Magic Archer
Archers Fireball Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Fireball Witch Magic Archer
Witch
Mega Knight Witch
Mega Knight Fireball Electro Wizard
Mega Knight Fireball Witch
Archers Fireball Witch Magic Archer Mega Knight
Witch Electro Wizard Archers Fireball Magic Archer
Mega Knight Archers Fireball Witch 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.)

Fireball Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Magic Archer
Fireball
Fireball Magic Archer Mega Knight
Fireball Witch Magic Archer
Archers Witch Magic Archer
Fireball Magic Archer
Fireball
Fireball Electro Wizard
Fireball Electro Wizard Magic Archer
Fireball Archers Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Witch Magic Archer
Magic Archer Fireball Mega Knight
Fireball
Archers Fireball Electro Wizard Magic Archer Mega Knight
Fireball Witch Magic Archer Mega Knight
Fireball Magic Archer Mega Knight
Fireball
Fireball
Fireball Witch Magic Archer Mega Knight
Witch
Fireball Witch Electro Wizard Magic Archer
Fireball Witch Magic Archer Mega Knight
Fireball Magic Archer
Archers Fireball Witch Electro Wizard Magic Archer
Electro Wizard Fireball Witch
Fireball
Fireball Magic Archer Mega Knight
Fireball Electro Wizard Magic Archer
Mega Knight
Fireball Magic Archer
Electro Wizard Archers Fireball Witch Magic Archer
Fireball Archers Witch Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer Mega Knight
Fireball Magic Archer
Fireball
Mega Knight
Fireball Witch Electro Wizard Magic Archer
Fireball Witch Electro Wizard Magic Archer
Fireball Witch Electro Wizard Magic Archer Mega Knight

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