My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
RIP

1 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Giant Skeleton Golem Bandit 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.

Zap Fireball

Punishments

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

Bandit

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.

Giant Skeleton Golem 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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.

Giant Skeleton Golem Night Witch

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

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 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.

Zap Bandit Fireball Electro Wizard Night Witch Wizard Giant Skeleton Golem

Shortest cycle

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

13 Zap Bandit Fireball Electro Wizard

Attack Synergies 4 14

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
Fireball Electro Wizard Giant Skeleton Golem Bandit Night Witch
Fireball
Zap Golem Electro Wizard
Wizard
Giant Skeleton Golem Bandit
Giant Skeleton
Zap Wizard Bandit Electro Wizard Night Witch
Golem
Fireball Night Witch Zap Wizard Bandit Electro Wizard
Bandit
Zap Wizard Giant Skeleton Golem Electro Wizard
Electro Wizard
Zap Fireball Giant Skeleton Golem Bandit
Night Witch
Golem Zap Giant Skeleton

Defense Synergies 2 11

Zap
Fireball Electro Wizard Giant Skeleton Bandit Night Witch
Fireball
Zap Bandit Electro Wizard
Wizard
Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Wizard Electro Wizard
Golem
Bandit
Zap Fireball Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard Giant Skeleton Bandit Night Witch
Night Witch
Zap 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.

Zap Fireball Wizard Electro Wizard
Zap Bandit Electro Wizard Night Witch
Giant Skeleton Bandit Electro Wizard Night Witch
Night Witch Bandit Electro Wizard
Fireball Giant Skeleton
Fireball Zap Bandit Electro Wizard Night Witch
Electro Wizard Zap Fireball Wizard Night Witch
Zap Fireball Giant Skeleton Bandit Electro Wizard
Night Witch
Giant Skeleton Bandit Electro Wizard Night Witch
Electro Wizard Zap Fireball Wizard Giant Skeleton Bandit Night Witch
Zap Fireball Wizard Electro Wizard Night Witch
Night Witch Zap Fireball Wizard Giant Skeleton Bandit Electro Wizard
Fireball Wizard Zap Electro Wizard Night Witch
Bandit Electro Wizard
Zap Fireball Bandit Electro Wizard
Wizard Fireball Electro Wizard Night Witch
Fireball Zap Wizard Bandit Electro Wizard Night Witch
Zap Wizard Fireball Giant Skeleton Bandit Electro Wizard
Electro Wizard
Wizard Fireball Giant Skeleton Bandit Electro Wizard Night Witch

Counters to secondary win conditions

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

Zap Fireball Giant Skeleton Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Wizard
Giant Skeleton Bandit Zap Electro Wizard
Giant Skeleton Zap Fireball Bandit Electro Wizard Night Witch
Giant Skeleton Bandit Night Witch
Fireball Wizard Zap Electro Wizard
Fireball Giant Skeleton Bandit Electro Wizard Night Witch
Giant Skeleton
Zap Giant Skeleton Electro Wizard Fireball Bandit
Giant Skeleton
Zap Fireball Giant Skeleton Electro Wizard
Giant Skeleton Fireball Wizard Bandit Night Witch
Wizard Fireball
Electro Wizard Zap Fireball Giant Skeleton Night Witch
Zap Fireball Wizard Giant Skeleton 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 Giant Skeleton Bandit
Fireball Zap Bandit Electro Wizard
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball Wizard Zap
Fireball Wizard Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard Bandit
Fireball Electro Wizard Night Witch
Zap Fireball Wizard Bandit Electro Wizard
Fireball Zap Wizard
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Wizard Bandit
Fireball Wizard Bandit
Fireball
Night Witch
Zap Fireball Wizard Bandit Electro Wizard
Zap Fireball Wizard
Fireball Giant Skeleton Night Witch
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Fireball Zap Wizard Bandit Electro Wizard
Fireball Zap Wizard Bandit
Fireball Zap Bandit
Zap Fireball Wizard Electro Wizard Night Witch
Zap Electro Wizard Fireball Wizard
Fireball Night Witch
Zap Fireball Wizard Bandit Night Witch
Zap Fireball Electro Wizard
Giant Skeleton
Fireball Wizard
Zap Electro Wizard Fireball Bandit Night Witch
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball Giant Skeleton
Zap Fireball Giant Skeleton Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Giant Skeleton Bandit Electro Wizard

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