My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Furnace Wizard Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Furnace Giant Wizard Witch Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rocket

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Wizard Rocket

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.

Arrows Rocket 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.

Furnace 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Furnace Electro Wizard Giant Wizard Witch Rocket

Shortest cycle

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

14 Arrows Skeleton Army Furnace Electro Wizard

Attack Synergies 1 5

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.

Arrows
Giant
Furnace
Giant
Giant
Arrows Furnace Wizard Rocket Witch Electro Wizard
Wizard
Giant
Rocket
Giant
Skeleton Army
Witch
Giant
Electro Wizard
Giant

Defense Synergies 0 7

Arrows
Furnace
Furnace
Arrows Skeleton Army Electro Wizard
Giant
Wizard
Skeleton Army Electro Wizard
Rocket
Skeleton Army
Furnace Wizard Electro Wizard
Witch
Electro Wizard
Electro Wizard
Furnace 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.

Rocket Wizard Electro Wizard
Skeleton Army Furnace Witch Electro Wizard
Furnace Rocket Skeleton Army Witch Electro Wizard
Skeleton Army Witch Furnace Electro Wizard
Arrows Rocket Skeleton Army
Arrows Skeleton Army Furnace Electro Wizard
Furnace Rocket Electro Wizard Arrows Wizard Witch
Rocket Arrows Electro Wizard
Witch Furnace Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Arrows Furnace Wizard
Arrows Furnace Wizard Witch Electro Wizard
Furnace Skeleton Army Wizard Rocket Witch Electro Wizard
Wizard Rocket Skeleton Army Arrows Furnace Witch Electro Wizard
Skeleton Army Furnace Electro Wizard
Rocket Skeleton Army Furnace Electro Wizard
Wizard Arrows Furnace Skeleton Army Witch Electro Wizard
Arrows Furnace Wizard Skeleton Army Witch Electro Wizard
Arrows Furnace Wizard Witch Electro Wizard
Electro Wizard
Wizard Skeleton Army Arrows Furnace Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Furnace Witch Electro Wizard
Electro Wizard Arrows Wizard Rocket
Skeleton Army Furnace Rocket Witch Electro Wizard
Rocket Skeleton Army Electro Wizard
Skeleton Army Witch
Arrows Furnace Wizard Rocket Witch Electro Wizard
Rocket Skeleton Army Furnace Witch Electro Wizard
Skeleton Army
Rocket Electro Wizard Skeleton Army Witch
Witch Skeleton Army
Witch
Rocket Skeleton Army Arrows Electro Wizard
Rocket Skeleton Army Wizard Witch
Wizard Furnace Skeleton Army Witch
Skeleton Army Witch Electro Wizard Furnace Rocket
Arrows 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.)

Arrows Rocket
Arrows Electro Wizard
Rocket Arrows
Arrows Rocket
Wizard Rocket Arrows Furnace
Arrows Wizard Furnace Rocket Witch
Arrows Furnace Wizard Witch
Arrows Wizard
Arrows Wizard
Rocket Electro Wizard
Rocket Arrows Wizard Electro Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows Furnace
Rocket Arrows Furnace Wizard Witch
Arrows Furnace Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard Electro Wizard
Rocket Arrows Wizard Witch
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Furnace Wizard Witch
Witch
Arrows Wizard Witch Electro Wizard
Arrows Wizard Witch
Rocket Arrows
Arrows Furnace Wizard Witch Electro Wizard
Rocket Electro Wizard Wizard Witch
Arrows Wizard Rocket
Rocket Arrows Electro Wizard
Rocket Arrows Wizard
Electro Wizard Rocket Skeleton Army Witch
Rocket Arrows Wizard Witch Electro Wizard
Arrows
Wizard Rocket Electro Wizard
Arrows Wizard
Rocket Arrows
Rocket Witch Electro Wizard
Rocket Witch Electro Wizard
Rocket Witch Electro Wizard

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