My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch Electro Wizard Inferno Dragon

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.

Archers Witch Giant Skeleton Bandit Fisherman Electro Wizard Inferno Dragon

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

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.

Missing

Dropped at the bridge

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

Giant Skeleton 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 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
Archers Giant Skeleton Bandit Fisherman Inferno Dragon
Giant Snowball
Archers Witch Fisherman Inferno Dragon
Zap
Archers Witch Bandit Fisherman Inferno Dragon
Barbarian Barrel
Archers Witch Giant Skeleton Bandit Electro Wizard
The Log
Archers Witch Giant Skeleton Bandit Fisherman
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Witch Giant Skeleton Bandit Fisherman Electro Wizard Inferno Dragon
Fireball
Archers Witch Bandit Fisherman Electro Wizard Inferno Dragon
Poison
Archers Witch Fisherman Electro Wizard
Lightning
Witch Bandit Fisherman Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Inferno Dragon

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Bandit Fisherman Electro Wizard Inferno Dragon Witch Giant Skeleton

Shortest cycle

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

11 Zap Archers Bandit Fisherman

Attack Synergies 1 15

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
Electro Wizard Archers Witch Giant Skeleton Bandit Fisherman
Archers
Zap Giant Skeleton Bandit Fisherman Inferno Dragon
Witch
Zap Giant Skeleton Bandit
Giant Skeleton
Zap Archers Witch Bandit Fisherman Electro Wizard
Bandit
Zap Archers Witch Giant Skeleton Electro Wizard
Fisherman
Zap Archers Giant Skeleton
Electro Wizard
Zap Giant Skeleton Bandit
Inferno Dragon
Archers

Defense Synergies 1 19

Zap
Electro Wizard Archers Witch Giant Skeleton Bandit Fisherman Inferno Dragon
Archers
Zap Witch Giant Skeleton Bandit Fisherman Electro Wizard
Witch
Zap Archers Giant Skeleton Bandit Fisherman Electro Wizard
Giant Skeleton
Zap Archers Witch Electro Wizard
Bandit
Zap Archers Witch Fisherman Electro Wizard
Fisherman
Zap Archers Witch Bandit
Electro Wizard
Zap Archers Witch Giant Skeleton Bandit Inferno Dragon
Inferno Dragon
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 Electro Wizard
Inferno Dragon Zap Witch Bandit Fisherman Electro Wizard
Witch Fisherman Archers Giant Skeleton Bandit Electro Wizard Inferno Dragon
Witch Inferno Dragon Bandit Fisherman Electro Wizard
Giant Skeleton
Zap Archers Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Archers Witch
Zap Giant Skeleton Bandit Electro Wizard
Witch Inferno Dragon Fisherman
Archers Giant Skeleton Bandit Fisherman Electro Wizard
Archers Witch Electro Wizard Zap Giant Skeleton Bandit Fisherman
Inferno Dragon Zap Archers Witch Electro Wizard
Zap Witch Giant Skeleton Bandit Electro Wizard
Zap Witch Electro Wizard
Inferno Dragon Bandit Electro Wizard
Zap Bandit Fisherman Electro Wizard Inferno Dragon
Witch Fisherman Electro Wizard
Zap Archers Witch Bandit Fisherman Electro Wizard
Zap Witch Archers Giant Skeleton Bandit Fisherman Electro Wizard Inferno Dragon
Fisherman Electro Wizard Inferno Dragon
Archers Witch Giant Skeleton Bandit Fisherman Electro Wizard

Counters to secondary win conditions

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

Zap Archers Witch Giant Skeleton Bandit Fisherman Electro Wizard
Bandit Electro Wizard Zap Archers Fisherman Inferno Dragon
Giant Skeleton Bandit Zap Witch Fisherman Electro Wizard
Giant Skeleton Zap Bandit Fisherman Electro Wizard
Giant Skeleton Witch Bandit Fisherman Inferno Dragon
Zap Archers Witch Electro Wizard
Archers Witch Giant Skeleton Bandit Electro Wizard
Giant Skeleton Fisherman Inferno Dragon
Zap Giant Skeleton Electro Wizard Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Witch Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Witch Bandit
Archers Witch
Witch Electro Wizard Zap Archers Giant Skeleton Fisherman Inferno Dragon
Zap Archers Witch Giant Skeleton Electro Wizard Inferno Dragon

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.)

Giant Skeleton Bandit
Zap Bandit Fisherman Electro Wizard
Giant Skeleton Bandit
Giant Skeleton
Zap
Zap Witch
Archers Witch
Zap
Zap Bandit Fisherman
Fisherman Electro Wizard
Zap Bandit Fisherman Electro Wizard
Zap Archers
Bandit Fisherman
Bandit Fisherman
Zap Fisherman
Zap Witch Bandit
Bandit
Fisherman
Zap Archers Bandit Fisherman Electro Wizard
Zap Witch
Giant Skeleton
Fisherman
Zap
Zap Witch
Witch Fisherman Inferno Dragon
Zap Witch Bandit Fisherman Electro Wizard
Zap Witch Bandit Fisherman
Zap Bandit Fisherman
Zap Archers Witch Electro Wizard
Zap Electro Wizard Witch
Zap Bandit
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Archers Witch Bandit
Zap Archers Witch Electro Wizard
Electro Wizard
Zap
Zap Giant Skeleton
Zap Witch Giant Skeleton Electro Wizard
Zap Witch Electro Wizard
Zap Witch Giant Skeleton Bandit Electro Wizard

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