My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem

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.

Fire Spirit Hunter Witch Electro Wizard

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.

Knight Hunter Witch Bandit Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap

Punishments

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

Wall Breakers Bandit

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.

Fire Spirit Knight Wall Breakers Bandit

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.

Bandit 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
Wall Breakers Bandit
Giant Snowball
Fire Spirit Wall Breakers Witch
Zap
Fire Spirit Wall Breakers Witch Bandit
Barbarian Barrel
Fire Spirit Knight Wall Breakers Hunter Witch Bandit Electro Wizard
The Log
Fire Spirit Wall Breakers Hunter Witch Bandit
Earthquake
Witch
Arrows
Fire Spirit Wall Breakers Witch
Royal Delivery
Fire Spirit Knight Wall Breakers Hunter Witch Bandit Electro Wizard
Fireball
Wall Breakers Hunter Witch Bandit Electro Wizard
Poison
Hunter Witch Electro Wizard
Lightning
Knight Hunter Witch Bandit Electro Wizard
Rocket
Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter

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.

Fire Spirit 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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Wall Breakers Knight Bandit Hunter Electro Wizard Witch

Shortest cycle

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

8 Fire Spirit Zap Wall Breakers Knight

Attack Synergies 2 16

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.

Fire Spirit
Zap Knight Wall Breakers Bandit
Zap
Electro Wizard Fire Spirit Knight Wall Breakers Hunter Witch Bandit
Knight
Wall Breakers Fire Spirit Zap Hunter Witch Electro Wizard
Wall Breakers
Knight Fire Spirit Zap Electro Wizard
Hunter
Zap Knight Bandit
Witch
Zap Knight Bandit
Bandit
Fire Spirit Zap Hunter Witch Electro Wizard
Electro Wizard
Zap Knight Wall Breakers Bandit

Defense Synergies 4 12

Fire Spirit
Knight Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Knight Hunter Witch Bandit
Knight
Fire Spirit Hunter Electro Wizard Zap Witch
Wall Breakers
Hunter
Knight Zap Bandit Electro Wizard
Witch
Zap Knight Bandit Electro Wizard
Bandit
Zap Hunter Witch Electro Wizard
Electro Wizard
Zap Knight Fire Spirit Hunter Witch Bandit

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 Knight Electro Wizard
Hunter Zap Knight Witch Bandit Electro Wizard
Hunter Witch Fire Spirit Knight Bandit Electro Wizard
Hunter Witch Knight Bandit Electro Wizard
Fire Spirit Zap Hunter Bandit Electro Wizard
Hunter Electro Wizard Fire Spirit Zap Witch
Zap Bandit Electro Wizard
Hunter Witch
Knight Fire Spirit Hunter Bandit Electro Wizard
Witch Electro Wizard Zap Knight Hunter Bandit
Hunter Zap Witch Electro Wizard
Hunter Fire Spirit Zap Knight Witch Bandit Electro Wizard
Fire Spirit Zap Hunter Witch Electro Wizard
Knight Hunter Bandit Electro Wizard
Zap Hunter Bandit Electro Wizard
Knight Hunter Witch Electro Wizard
Fire Spirit Zap Knight Hunter Witch Bandit Electro Wizard
Zap Hunter Witch Fire Spirit Knight Bandit Electro Wizard
Hunter Electro Wizard
Fire Spirit Knight Hunter Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Knight Hunter
Bandit Zap Knight Hunter Witch Electro Wizard
Hunter Zap Knight Bandit Electro Wizard
Knight Hunter Witch Bandit
Fire Spirit Zap Hunter Witch Electro Wizard
Knight Hunter Witch Bandit Electro Wizard
Knight Hunter
Zap Electro Wizard Knight Witch Bandit
Witch
Knight Hunter Witch
Zap Electro Wizard
Knight Hunter Witch Bandit
Witch
Witch Electro Wizard Zap Knight Hunter
Zap Hunter Witch 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.)

Knight Bandit
Zap Bandit Electro Wizard
Bandit
Knight
Fire Spirit Zap
Fire Spirit Zap Hunter Witch
Fire Spirit Witch
Fire Spirit Zap Hunter
Zap Bandit
Fire Spirit Electro Wizard
Zap Knight Bandit Electro Wizard
Fire Spirit Zap
Fire Spirit Knight Hunter Bandit
Bandit
Zap
Zap Hunter Witch Bandit
Bandit
Fire Spirit Zap Hunter Bandit Electro Wizard
Fire Spirit Zap Witch
Zap
Zap Fire Spirit Hunter Witch
Witch
Zap Hunter Witch Bandit Electro Wizard
Zap Witch Bandit
Zap Bandit
Fire Spirit Zap Hunter Witch Electro Wizard
Zap Electro Wizard Witch
Zap Hunter Bandit
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Witch Bandit
Fire Spirit Zap Hunter Witch Electro Wizard
Knight Hunter Electro Wizard
Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard

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