My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minions 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.

Bomber Knight Wizard Witch Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

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.

Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Knight 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.

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Knight Minions Skeleton Army Wizard Witch Balloon

Shortest cycle

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

8 Mirror Bomber Knight Minions

Attack Synergies 2 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
Knight Minions
Knight
Minions Balloon Bomber Wizard Witch
Minions
Knight Bomber Balloon
Wizard
Knight Balloon
Mirror
Skeleton Army Balloon
Skeleton Army
Mirror
Witch
Knight
Balloon
Knight Minions Wizard Mirror

Defense Synergies 3 4

Bomber
Knight
Knight
Bomber Minions Wizard Skeleton Army Witch
Minions
Knight
Wizard
Knight Skeleton Army
Mirror
Skeleton Army
Skeleton Army
Mirror Knight Wizard
Witch
Knight
Balloon

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 Knight Minions Wizard
Skeleton Army Bomber Knight Minions Witch
Skeleton Army Witch Bomber Knight Minions
Skeleton Army Witch Bomber Knight Minions
Bomber Skeleton Army
Skeleton Army Bomber Minions
Minions Wizard Witch
Witch Minions Skeleton Army
Knight Skeleton Army Bomber
Minions Skeleton Army Witch Bomber Knight Wizard
Minions Wizard Witch
Skeleton Army Bomber Knight Minions Wizard Witch
Bomber Wizard Skeleton Army Minions Witch
Skeleton Army Knight
Skeleton Army
Wizard Bomber Knight Minions Skeleton Army Witch
Bomber Knight Minions Wizard Skeleton Army Witch
Wizard Witch Bomber Knight Minions
Bomber Wizard Skeleton Army Knight Minions Witch

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Bomber Knight Wizard
Skeleton Army Knight Minions Witch
Skeleton Army Knight
Knight Skeleton Army Witch
Wizard Minions Witch
Skeleton Army Knight Minions Witch
Knight Skeleton Army
Knight Minions Skeleton Army Witch
Witch Skeleton Army
Knight Minions Witch
Skeleton Army
Skeleton Army Knight Wizard Witch
Wizard Bomber Skeleton Army Witch
Skeleton Army Witch Bomber Knight Minions
Minions Bomber 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.)

Knight
Knight
Bomber Wizard
Wizard Minions Witch
Bomber Wizard Witch
Wizard
Wizard
Minions
Knight Wizard
Wizard
Knight
Minions
Bomber Wizard Witch
Wizard
Bomber Minions
Bomber Wizard
Bomber Wizard Witch
Minions
Wizard
Bomber Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Minions Wizard Witch
Bomber Wizard
Wizard
Minions Skeleton Army Witch
Wizard Witch
Knight Wizard
Bomber Wizard
Minions Witch
Witch
Witch

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