My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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.

Wizard Three Musketeers 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 Elixir Collector Three Musketeers Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Fireball Tornado

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Golem

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.

Golem 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
Three Musketeers Night Witch
Giant Snowball
Three Musketeers Night Witch
Zap
Three Musketeers Night Witch
Barbarian Barrel
Wizard Three Musketeers Electro Wizard Night Witch
The Log
Three Musketeers
Earthquake
Elixir Collector
Arrows
Night Witch
Royal Delivery
Wizard Three Musketeers Electro Wizard Night Witch
Fireball
Wizard Elixir Collector Three Musketeers Electro Wizard Night Witch
Poison
Wizard Elixir Collector Three Musketeers Electro Wizard Night Witch
Lightning
Wizard Elixir Collector Three Musketeers Electro Wizard Night Witch
Rocket
Wizard Elixir Collector Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado

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.

Elixir Collector Tornado 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 Three Musketeers 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.

Tornado Fireball Electro Wizard Night Witch Wizard Elixir Collector Golem Three Musketeers

Shortest cycle

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

15 Tornado Fireball Electro Wizard Night Witch

Attack Synergies 4 6

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.

Fireball
Tornado Golem Electro Wizard
Wizard
Tornado Golem
Elixir Collector
Three Musketeers
Tornado
Tornado
Fireball Wizard Three Musketeers Golem Night Witch
Golem
Fireball Night Witch Wizard Tornado Electro Wizard
Electro Wizard
Fireball Golem
Night Witch
Golem Tornado

Defense Synergies 2 5

Fireball
Tornado Electro Wizard
Wizard
Tornado Electro Wizard
Elixir Collector
Three Musketeers
Tornado
Tornado
Fireball Wizard Three Musketeers Electro Wizard
Golem
Electro Wizard
Fireball Wizard Tornado Night Witch
Night Witch
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.

Fireball Wizard Electro Wizard
Three Musketeers Electro Wizard Night Witch
Three Musketeers Tornado Electro Wizard Night Witch
Three Musketeers Night Witch Electro Wizard
Fireball Tornado
Fireball Tornado Electro Wizard Night Witch
Three Musketeers Tornado Electro Wizard Fireball Wizard Night Witch
Fireball Electro Wizard
Three Musketeers Tornado Night Witch
Tornado Electro Wizard Night Witch
Electro Wizard Fireball Wizard Tornado Night Witch
Three Musketeers Fireball Wizard Tornado Electro Wizard Night Witch
Night Witch Fireball Wizard Three Musketeers Electro Wizard
Fireball Wizard Three Musketeers Tornado Electro Wizard Night Witch
Three Musketeers Electro Wizard
Tornado Fireball Three Musketeers Electro Wizard
Wizard Three Musketeers Fireball Tornado Electro Wizard Night Witch
Fireball Wizard Three Musketeers Tornado Electro Wizard Night Witch
Wizard Tornado Fireball Electro Wizard
Three Musketeers Tornado Electro Wizard
Wizard Fireball Electro Wizard Night Witch

Counters to secondary win conditions

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

Fireball Electro Wizard
Fireball Electro Wizard Wizard
Electro Wizard
Fireball Tornado Electro Wizard Night Witch
Three Musketeers Night Witch
Fireball Wizard Three Musketeers Tornado Electro Wizard
Fireball Electro Wizard Night Witch
Electro Wizard Fireball Tornado
Three Musketeers
Fireball Tornado Electro Wizard
Fireball Wizard Three Musketeers Night Witch
Wizard Fireball Three Musketeers
Electro Wizard Fireball Three Musketeers Tornado Night Witch
Fireball Wizard 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
Fireball Tornado Electro Wizard
Fireball
Fireball
Fireball Wizard
Fireball Wizard Tornado
Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Fireball Three Musketeers Tornado Electro Wizard Night Witch
Fireball Wizard Tornado Electro Wizard
Fireball Wizard Tornado
Fireball Three Musketeers
Fireball
Fireball
Fireball Wizard Three Musketeers
Fireball Wizard Three Musketeers
Fireball Three Musketeers Tornado
Night Witch
Fireball Wizard Three Musketeers Electro Wizard
Fireball Wizard Tornado
Fireball Night Witch
Fireball Wizard Tornado
Tornado
Fireball
Tornado Fireball Wizard
Fireball Wizard Tornado Electro Wizard
Fireball Wizard Tornado
Fireball Tornado
Fireball Wizard Tornado Electro Wizard Night Witch
Electro Wizard Fireball Wizard
Fireball Night Witch
Fireball Wizard Night Witch
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball Night Witch
Fireball Wizard Three Musketeers Tornado Electro Wizard
Fireball
Fireball Wizard Three Musketeers Electro Wizard
Fireball Wizard
Fireball Tornado
Three Musketeers
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard

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