My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!
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 Ice 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.

Wizard Golem Ice Wizard Electro Wizard Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Tornado Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Ice Wizard

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 Tornado Golem Ice Wizard 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 Ice 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.

Arrows Tornado Ice Wizard Electro Wizard Night Witch Wizard Lightning Golem

Shortest cycle

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

13 Arrows Tornado Ice Wizard Electro Wizard

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.

Arrows
Golem Lightning Night Witch
Wizard
Tornado Golem
Tornado
Wizard Golem Ice Wizard Night Witch
Lightning
Golem Arrows
Golem
Arrows Lightning Night Witch Wizard Tornado Ice Wizard Electro Wizard
Ice Wizard
Tornado Golem
Electro Wizard
Golem
Night Witch
Golem Arrows Tornado

Defense Synergies 2 8

Arrows
Tornado Lightning Ice Wizard
Wizard
Tornado Ice Wizard Electro Wizard
Tornado
Wizard Ice Wizard Arrows Electro Wizard
Lightning
Arrows
Golem
Ice Wizard
Tornado Arrows Wizard Night Witch
Electro Wizard
Wizard Tornado Night Witch
Night Witch
Ice Wizard 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.

Lightning Wizard Electro Wizard
Ice Wizard Electro Wizard Night Witch
Tornado Lightning Ice Wizard Electro Wizard Night Witch
Night Witch Ice Wizard Electro Wizard
Lightning Arrows Tornado
Arrows Tornado Ice Wizard Electro Wizard Night Witch
Tornado Lightning Electro Wizard Arrows Wizard Ice Wizard Night Witch
Lightning Arrows Electro Wizard
Tornado Ice Wizard Night Witch
Tornado Ice Wizard Electro Wizard Night Witch
Ice Wizard Electro Wizard Arrows Wizard Tornado Night Witch
Arrows Wizard Tornado Ice Wizard Electro Wizard Night Witch
Night Witch Wizard Lightning Ice Wizard Electro Wizard
Wizard Arrows Tornado Electro Wizard Night Witch
Electro Wizard
Tornado Lightning Electro Wizard
Wizard Arrows Tornado Electro Wizard Night Witch
Arrows Wizard Tornado Ice Wizard Electro Wizard Night Witch
Arrows Wizard Tornado Ice Wizard Electro Wizard
Tornado Electro Wizard
Wizard Arrows 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 Lightning
Lightning Electro Wizard
Lightning Tornado Electro Wizard Night Witch
Night Witch
Arrows Wizard Tornado Ice Wizard Electro Wizard
Lightning Ice Wizard Electro Wizard Night Witch
Lightning Electro Wizard Tornado
Lightning Arrows Tornado Electro Wizard
Lightning Wizard Night Witch
Wizard
Electro Wizard Tornado Lightning Night Witch
Arrows Wizard Ice Wizard 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.)

Lightning Arrows
Arrows Tornado Ice Wizard Electro Wizard
Lightning Arrows
Lightning Arrows
Wizard Arrows
Arrows Wizard Tornado Ice Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado Lightning Ice Wizard
Arrows Wizard Tornado Lightning
Lightning Tornado Electro Wizard Night Witch
Lightning Arrows Wizard Tornado Electro Wizard
Lightning Arrows Wizard Tornado
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning Arrows Tornado
Lightning Night Witch
Lightning Arrows Wizard Electro Wizard
Lightning Arrows Wizard Tornado
Lightning Night Witch
Lightning Arrows Wizard Tornado
Tornado Lightning
Lightning Arrows
Arrows Tornado Wizard Ice Wizard
Arrows Wizard Tornado Lightning Ice Wizard Electro Wizard
Lightning Arrows Wizard Tornado
Lightning Arrows Tornado
Lightning Arrows Wizard Tornado Ice Wizard Electro Wizard Night Witch
Lightning Electro Wizard Wizard
Lightning Night Witch
Lightning Arrows Wizard Night Witch
Lightning Arrows Electro Wizard
Arrows Wizard Lightning
Lightning Electro Wizard Night Witch
Lightning Arrows Wizard Tornado Ice Wizard Electro Wizard
Arrows
Lightning Wizard Electro Wizard
Arrows Wizard Lightning
Lightning Arrows Tornado
Tornado Lightning Electro Wizard
Tornado Lightning Electro Wizard
Lightning Tornado Electro Wizard

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