My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Electro Wizard Night Witch

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.

Elixir Golem Wizard Prince Royal Ghost Electro Wizard Night Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball

Punishments

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

Elixir Golem Prince Royal Ghost

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.

Elixir Golem Prince Royal Ghost

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 Ghost 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
Elixir Golem Prince Night Witch
Giant Snowball
Night Witch
Zap
Prince Night Witch
Barbarian Barrel
Elixir Golem Wizard Royal Ghost Electro Wizard Night Witch
The Log
Elixir Golem Prince
Earthquake
Elixir Golem
Arrows
Night Witch
Royal Delivery
Elixir Golem Wizard Prince Royal Ghost Electro Wizard Night Witch
Fireball
Elixir Golem Wizard Electro Wizard Night Witch
Poison
Elixir Golem Wizard Electro Wizard Night Witch
Lightning
Wizard Prince Electro Wizard Night Witch
Rocket
Wizard Prince Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Royal Ghost

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 Elixir Golem Prince Royal Ghost Night Witch

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 Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Elixir Golem Royal Ghost Fireball Electro Wizard Night Witch Wizard Prince

Shortest cycle

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

13 Arrows Elixir Golem Royal Ghost Fireball

Attack Synergies 2 12

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
Fireball Elixir Golem Prince Night Witch
Elixir Golem
Night Witch Arrows Fireball Wizard Royal Ghost
Fireball
Arrows Elixir Golem Electro Wizard
Wizard
Elixir Golem Prince Royal Ghost
Prince
Arrows Wizard Royal Ghost Electro Wizard
Royal Ghost
Elixir Golem Wizard Prince Electro Wizard
Electro Wizard
Fireball Prince Royal Ghost
Night Witch
Elixir Golem Arrows

Defense Synergies 0 9

Arrows
Fireball Prince
Elixir Golem
Fireball
Arrows Electro Wizard
Wizard
Prince Royal Ghost Electro Wizard
Prince
Arrows Wizard Electro Wizard
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Fireball Wizard Prince Royal Ghost Night Witch
Night 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.

Fireball Wizard Electro Wizard
Prince Electro Wizard Night Witch
Prince Electro Wizard Night Witch
Prince Night Witch Electro Wizard
Arrows Fireball Prince
Arrows Fireball Royal Ghost Electro Wizard Night Witch
Electro Wizard Arrows Fireball Wizard Night Witch
Arrows Fireball Electro Wizard
Prince Night Witch
Prince Royal Ghost Electro Wizard Night Witch
Electro Wizard Arrows Fireball Wizard Royal Ghost Night Witch
Arrows Fireball Wizard Electro Wizard Night Witch
Prince Night Witch Fireball Wizard Electro Wizard
Fireball Wizard Arrows Prince Royal Ghost Electro Wizard Night Witch
Prince Electro Wizard
Fireball Prince Electro Wizard
Wizard Arrows Fireball Prince Electro Wizard Night Witch
Arrows Fireball Wizard Prince Royal Ghost Electro Wizard Night Witch
Arrows Wizard Fireball Royal Ghost Electro Wizard
Prince Electro Wizard
Wizard Royal Ghost Arrows Fireball Prince Electro Wizard Night Witch

Counters to secondary win conditions

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

Fireball Prince Royal Ghost Electro Wizard
Fireball Electro Wizard Arrows Wizard Prince Royal Ghost
Prince Electro Wizard
Prince Fireball Electro Wizard Night Witch
Prince Night Witch
Arrows Fireball Wizard Electro Wizard
Prince Fireball Electro Wizard Night Witch
Prince
Electro Wizard Fireball Prince
Prince
Arrows Fireball Prince Electro Wizard
Prince Fireball Wizard Night Witch
Wizard Fireball
Electro Wizard Fireball Prince Night Witch
Arrows Fireball Wizard Royal Ghost 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.)

Fireball Arrows Royal Ghost
Arrows Fireball Royal Ghost Electro Wizard
Arrows Fireball
Arrows Fireball Prince
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Prince Electro Wizard Night Witch
Arrows Fireball Wizard Prince Electro Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Night Witch
Arrows Fireball Wizard Prince Electro Wizard
Arrows Fireball Wizard
Fireball Prince Night Witch
Arrows Fireball Wizard
Prince
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Royal Ghost Electro Wizard
Fireball Arrows Wizard Prince
Fireball Arrows
Arrows Fireball Wizard Electro Wizard Night Witch
Electro Wizard Fireball Wizard
Fireball Night Witch
Arrows Fireball Wizard Night Witch
Arrows Fireball Electro Wizard
Prince
Arrows Fireball Wizard
Electro Wizard Fireball Prince Night Witch
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Prince Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
Prince
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Prince Royal Ghost Electro Wizard

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