My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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.

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.

Wizard Electro Wizard Inferno Dragon 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.

Giant Wizard Balloon Electro Wizard Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Arrows The Log

Punishments

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

Giant Balloon

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.

Giant Balloon

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.

Balloon 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
Giant Balloon Inferno Dragon Night Witch
Giant Snowball
Balloon Inferno Dragon Night Witch
Zap
Balloon Inferno Dragon Night Witch
Barbarian Barrel
Wizard Electro Wizard Night Witch
The Log
Earthquake
Arrows
Night Witch
Royal Delivery
Wizard Balloon Electro Wizard Inferno Dragon Night Witch
Fireball
Wizard Balloon Electro Wizard Inferno Dragon Night Witch
Poison
Wizard Balloon Electro Wizard Night Witch
Lightning
Wizard Balloon Electro Wizard Inferno Dragon Night Witch
Rocket
Wizard Balloon Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log

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 Inferno Dragon Night Witch

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Electro Wizard Inferno Dragon Night Witch Giant Wizard Balloon

Shortest cycle

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

13 The Log Arrows Electro Wizard Inferno Dragon

Attack Synergies 3 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.

Arrows
Giant Balloon Night Witch
Giant
Arrows Night Witch Wizard Balloon The Log Electro Wizard
Wizard
Giant Balloon
Balloon
Arrows Giant Wizard The Log Electro Wizard
The Log
Giant Balloon
Electro Wizard
Giant Balloon
Inferno Dragon
Night Witch
Giant Arrows

Defense Synergies 0 7

Arrows
Giant
Wizard
The Log Electro Wizard
Balloon
The Log
Wizard Electro Wizard Inferno Dragon Night Witch
Electro Wizard
Wizard The Log Inferno Dragon Night Witch
Inferno Dragon
The Log Electro Wizard
Night Witch
The Log 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 The Log Electro Wizard
Inferno Dragon The Log Electro Wizard Night Witch
Electro Wizard Inferno Dragon Night Witch
Inferno Dragon Night Witch Electro Wizard
Arrows The Log
Arrows The Log Electro Wizard Night Witch
Electro Wizard Inferno Dragon Arrows Wizard Night Witch
Arrows The Log Electro Wizard
Inferno Dragon Night Witch
Electro Wizard Night Witch
Electro Wizard Arrows Wizard The Log Night Witch
Arrows Inferno Dragon Wizard Electro Wizard Night Witch
Night Witch Wizard The Log Electro Wizard
Wizard Arrows The Log Electro Wizard Night Witch
Inferno Dragon Electro Wizard
The Log Electro Wizard Inferno Dragon
Wizard Arrows Electro Wizard Night Witch
Arrows Wizard The Log Electro Wizard Night Witch
Arrows Wizard The Log Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Arrows The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Arrows Wizard The Log Inferno Dragon
The Log Electro Wizard
The Log Electro Wizard Night Witch
Inferno Dragon Night Witch
Arrows Wizard Electro Wizard
Electro Wizard Night Witch
Inferno Dragon
Electro Wizard The Log Inferno Dragon
Inferno Dragon
Inferno Dragon
Arrows The Log Electro Wizard
Wizard Night Witch
Wizard
Electro Wizard The Log Inferno Dragon Night Witch
Arrows Wizard The Log 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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Electro Wizard Night Witch
Arrows Wizard The Log Electro Wizard
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Night Witch
Arrows Wizard The Log Electro Wizard
Arrows Wizard The Log
The Log Night Witch
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Inferno Dragon
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard Electro Wizard Night Witch
Electro Wizard Wizard
Night Witch
Arrows Wizard The Log Night Witch
Arrows Electro Wizard
Arrows Wizard The Log
Electro Wizard Night Witch
Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard
Arrows The Log Wizard
Arrows
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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