My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
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 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 Witch Balloon Mega Knight

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Zap Rage

Punishments

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

Hog Rider Balloon Mega Knight

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.

Hog Rider Balloon 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 Balloon

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
Hog Rider Guards Balloon
Giant Snowball
Hog Rider Guards Witch Balloon
Zap
Guards Witch Balloon
Barbarian Barrel
Wizard Guards Witch
The Log
Hog Rider Guards Witch
Earthquake
Hog Rider Guards Witch
Arrows
Guards Witch
Royal Delivery
Hog Rider Wizard Guards Witch Balloon
Fireball
Hog Rider Wizard Witch Balloon
Poison
Wizard Guards Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Hog Rider Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 Guards Mega Knight

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 Witch

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.

Zap Rage Guards Hog Rider Wizard Witch Balloon Mega Knight

Shortest cycle

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

11 Zap Rage Guards Hog Rider

Attack Synergies 5 13

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.

Zap
Hog Rider Balloon Guards Witch Mega Knight
Hog Rider
Zap Rage Wizard Guards Witch Balloon Mega Knight
Wizard
Hog Rider Rage Balloon Mega Knight
Rage
Hog Rider Witch Balloon Wizard
Guards
Zap Hog Rider
Witch
Rage Zap Hog Rider Mega Knight
Balloon
Zap Rage Hog Rider Wizard Mega Knight
Mega Knight
Zap Hog Rider Wizard Witch Balloon

Defense Synergies 1 6

Zap
Mega Knight Guards Witch
Hog Rider
Wizard
Guards Mega Knight
Rage
Guards
Zap Wizard Witch
Witch
Zap Guards Mega Knight
Balloon
Mega Knight
Zap Wizard Witch

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.

Zap Wizard
Zap Witch Mega Knight
Witch Mega Knight
Witch Guards Mega Knight
Mega Knight
Zap Guards Mega Knight
Zap Wizard Witch
Zap Mega Knight
Witch
Guards Mega Knight
Guards Witch Zap Wizard Mega Knight
Zap Wizard Witch
Mega Knight Zap Wizard Guards Witch
Wizard Mega Knight Zap Guards Witch
Mega Knight
Zap Mega Knight
Wizard Mega Knight Witch
Mega Knight Zap Wizard Guards Witch
Zap Wizard Witch Guards Mega Knight
Wizard Mega Knight Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Zap Witch
Zap Wizard Mega Knight
Guards Mega Knight Zap Witch
Guards Mega Knight Zap
Guards Witch Mega Knight
Wizard Zap Witch
Guards Witch
Mega Knight
Zap Mega Knight Witch
Witch Guards
Mega Knight Guards Witch
Mega Knight Zap Guards
Mega Knight Wizard Guards Witch
Wizard Witch Mega Knight
Guards Witch Zap
Mega Knight Zap Wizard Witch

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.)

Guards
Zap
Guards
Wizard Zap Mega Knight
Wizard Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Guards
Zap Wizard
Zap Wizard
Zap
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard Mega Knight
Zap Wizard Witch Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Witch Mega Knight
Witch
Zap Wizard Witch
Zap Wizard Witch Mega Knight
Zap
Zap Wizard Witch
Zap Wizard Guards Witch
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Guards Witch
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Guards Witch
Zap Witch
Zap Witch Mega Knight

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