My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard 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.

Bomber Wizard Witch Balloon Electro Wizard

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.

Fireball

Punishments

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

Hog Rider Balloon

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.

Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball 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.

Skeleton Army

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 Skeleton Army

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 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.

Bomber Skeleton Army Fireball Hog Rider Electro Wizard Wizard Witch Balloon

Shortest cycle

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

13 Bomber Skeleton Army Fireball Hog Rider

Attack Synergies 1 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.

Bomber
Hog Rider
Fireball
Hog Rider Electro Wizard
Hog Rider
Fireball Bomber Wizard Witch Balloon Electro Wizard
Wizard
Hog Rider Balloon
Skeleton Army
Witch
Hog Rider
Balloon
Hog Rider Wizard Electro Wizard
Electro Wizard
Fireball Hog Rider Balloon

Defense Synergies 0 6

Bomber
Electro Wizard
Fireball
Electro Wizard
Hog Rider
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Wizard Electro Wizard
Witch
Electro Wizard
Balloon
Electro Wizard
Bomber Fireball Wizard Skeleton Army 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.

Bomber Fireball Wizard Electro Wizard
Skeleton Army Bomber Witch Electro Wizard
Skeleton Army Witch Bomber Electro Wizard
Skeleton Army Witch Bomber Electro Wizard
Bomber Fireball Skeleton Army
Fireball Skeleton Army Bomber Electro Wizard
Electro Wizard Fireball Wizard Witch
Fireball Electro Wizard
Witch Skeleton Army
Skeleton Army Bomber Electro Wizard
Skeleton Army Witch Electro Wizard Bomber Fireball Wizard
Fireball Wizard Witch Electro Wizard
Skeleton Army Bomber Fireball Wizard Witch Electro Wizard
Bomber Fireball Wizard Skeleton Army Witch Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Fireball Electro Wizard
Wizard Bomber Fireball Skeleton Army Witch Electro Wizard
Fireball Bomber Wizard Skeleton Army Witch Electro Wizard
Wizard Witch Bomber Fireball Electro Wizard
Electro Wizard
Bomber Wizard Skeleton Army Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Fireball Witch Electro Wizard
Fireball Electro Wizard Bomber Wizard
Skeleton Army Witch Electro Wizard
Skeleton Army Fireball Electro Wizard
Skeleton Army Witch
Fireball Wizard Witch Electro Wizard
Skeleton Army Fireball Witch Electro Wizard
Skeleton Army
Electro Wizard Fireball Skeleton Army Witch
Witch Skeleton Army
Witch
Skeleton Army Fireball Electro Wizard
Skeleton Army Fireball Wizard Witch
Wizard Bomber Fireball Skeleton Army Witch
Skeleton Army Witch Electro Wizard Bomber Fireball
Bomber Fireball Wizard 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.)

Fireball
Fireball Electro Wizard
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard Witch
Bomber Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Bomber Fireball Wizard Witch
Fireball Wizard
Fireball
Bomber
Bomber Fireball Wizard Electro Wizard
Bomber Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Bomber Fireball Wizard Witch
Witch
Fireball Wizard Witch Electro Wizard
Fireball Wizard Witch
Fireball
Fireball Wizard Witch Electro Wizard
Electro Wizard Fireball Wizard Witch
Fireball
Bomber Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball Skeleton Army Witch
Fireball Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Bomber Fireball Wizard
Fireball
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard

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