My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding 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.

Electro Wizard Night Witch

Defensive buildings

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

Tombstone

Investments

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

Tombstone Giant Skeleton Electro Wizard Night Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Poison

Pump responses

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

Poison

Dropped at the bridge

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

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison

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.

Tombstone Guards Poison Giant Skeleton Night Witch

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.

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.

Mirror Zap Tombstone Guards Poison Electro Wizard Night Witch Giant Skeleton

Shortest cycle

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

8 Mirror Zap Tombstone Guards

Attack Synergies 2 11

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
Mirror Electro Wizard Guards Poison Giant Skeleton Night Witch
Tombstone
Mirror
Zap Poison Giant Skeleton Night Witch
Guards
Zap
Poison
Zap Mirror Giant Skeleton Night Witch
Giant Skeleton
Zap Mirror Poison Electro Wizard Night Witch
Electro Wizard
Zap Giant Skeleton
Night Witch
Zap Mirror Poison Giant Skeleton

Defense Synergies 2 19

Zap
Mirror Electro Wizard Tombstone Guards Poison Giant Skeleton Night Witch
Tombstone
Zap Mirror Guards Poison Electro Wizard Night Witch
Mirror
Zap Tombstone Poison Electro Wizard Night Witch
Guards
Zap Tombstone Poison Giant Skeleton Electro Wizard
Poison
Zap Tombstone Mirror Guards Electro Wizard
Giant Skeleton
Zap Guards Electro Wizard
Electro Wizard
Zap Tombstone Mirror Guards Poison Giant Skeleton Night Witch
Night Witch
Zap Tombstone Mirror 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 Tombstone Electro Wizard
Zap Tombstone Electro Wizard Night Witch
Tombstone Giant Skeleton Electro Wizard Night Witch
Night Witch Tombstone Guards Electro Wizard
Tombstone Poison Giant Skeleton
Zap Guards Electro Wizard Night Witch
Electro Wizard Zap Tombstone Poison Night Witch
Zap Poison Giant Skeleton Electro Wizard
Tombstone Night Witch
Guards Giant Skeleton Electro Wizard Night Witch
Guards Poison Electro Wizard Zap Tombstone Giant Skeleton Night Witch
Zap Poison Electro Wizard Night Witch
Tombstone Night Witch Zap Guards Giant Skeleton Electro Wizard
Zap Tombstone Guards Poison Electro Wizard Night Witch
Tombstone Electro Wizard
Zap Electro Wizard
Tombstone Poison Electro Wizard Night Witch
Tombstone Zap Guards Electro Wizard Night Witch
Zap Poison Tombstone Guards Giant Skeleton Electro Wizard
Electro Wizard
Guards Poison Giant Skeleton Electro Wizard Night Witch

Counters to secondary win conditions

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

Guards Zap Tombstone Giant Skeleton Electro Wizard
Poison Electro Wizard Zap
Tombstone Guards Giant Skeleton Zap Electro Wizard
Guards Giant Skeleton Zap Electro Wizard Night Witch
Giant Skeleton Tombstone Guards Night Witch
Poison Zap Electro Wizard
Guards Tombstone Giant Skeleton Electro Wizard Night Witch
Giant Skeleton
Zap Giant Skeleton Electro Wizard Tombstone Poison
Tombstone Guards
Tombstone Guards Giant Skeleton
Zap Guards Poison Giant Skeleton Electro Wizard
Giant Skeleton Tombstone Guards Night Witch
Tombstone Guards Electro Wizard Zap Poison Giant Skeleton Night Witch
Poison Zap 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.)

Poison Guards Giant Skeleton
Poison Zap Electro Wizard
Poison Giant Skeleton
Guards Poison Giant Skeleton
Poison Zap
Poison Zap
Poison
Poison Zap
Poison Zap
Guards Poison Electro Wizard Night Witch
Poison Zap Electro Wizard
Poison Zap
Poison
Poison
Zap Poison
Zap Poison
Poison
Poison
Night Witch
Zap Poison Electro Wizard
Zap Poison
Poison Giant Skeleton Night Witch
Poison
Zap Poison
Zap Poison
Poison Zap Electro Wizard
Zap Poison
Poison Zap
Poison Zap Electro Wizard Night Witch
Zap Electro Wizard Guards Poison
Night Witch
Poison Zap Night Witch
Zap Poison Electro Wizard
Giant Skeleton
Poison
Zap Electro Wizard Tombstone Guards Night Witch
Poison Zap Electro Wizard
Poison Electro Wizard
Zap Poison
Zap Poison Giant Skeleton
Zap Guards Poison Giant Skeleton Electro Wizard
Zap Poison Electro Wizard
Poison Zap Giant Skeleton Electro Wizard

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