My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Hunter Witch Electro Wizard

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.

Knight Hunter Witch Golem Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Fireball

Punishments

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

Hog Rider Royal Ghost

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.

Knight Hog Rider Golem Royal Ghost

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.

Hog Rider Golem Royal Ghost 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
Hog Rider
Giant Snowball
Hog Rider Witch
Zap
Witch
Barbarian Barrel
Knight Hunter Witch Royal Ghost Electro Wizard
The Log
Hog Rider Hunter Witch
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Hog Rider Hunter Witch Royal Ghost Electro Wizard
Fireball
Hog Rider Hunter Witch Electro Wizard
Poison
Hunter Witch Electro Wizard
Lightning
Knight Hunter Witch Electro Wizard
Rocket
Hog Rider Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter Royal Ghost

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.

Knight Golem Royal Ghost

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 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.

Knight Royal Ghost Fireball Hog Rider Hunter Electro Wizard Witch Golem

Shortest cycle

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

14 Knight Royal Ghost Fireball Hog Rider

Attack Synergies 3 13

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.

Knight
Hog Rider Fireball Hunter Witch Electro Wizard
Fireball
Hog Rider Golem Knight Electro Wizard
Hog Rider
Knight Fireball Hunter Witch Electro Wizard
Hunter
Knight Hog Rider Golem
Witch
Knight Hog Rider Golem Royal Ghost
Golem
Fireball Hunter Witch Electro Wizard
Royal Ghost
Witch Electro Wizard
Electro Wizard
Knight Fireball Hog Rider Golem Royal Ghost

Defense Synergies 2 7

Knight
Hunter Electro Wizard Fireball Witch
Fireball
Knight Electro Wizard
Hog Rider
Hunter
Knight Electro Wizard
Witch
Knight Royal Ghost Electro Wizard
Golem
Royal Ghost
Witch Electro Wizard
Electro Wizard
Knight Fireball Hunter Witch Royal Ghost

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.

Knight Fireball Electro Wizard
Hunter Knight Witch Electro Wizard
Hunter Witch Knight Electro Wizard
Hunter Witch Knight Electro Wizard
Fireball
Fireball Hunter Royal Ghost Electro Wizard
Hunter Electro Wizard Fireball Witch
Fireball Electro Wizard
Hunter Witch
Knight Hunter Royal Ghost Electro Wizard
Witch Electro Wizard Knight Fireball Hunter Royal Ghost
Hunter Fireball Witch Electro Wizard
Hunter Knight Fireball Witch Electro Wizard
Fireball Hunter Witch Royal Ghost Electro Wizard
Knight Hunter Electro Wizard
Fireball Hunter Electro Wizard
Knight Fireball Hunter Witch Electro Wizard
Fireball Knight Hunter Witch Royal Ghost Electro Wizard
Hunter Witch Knight Fireball Royal Ghost Electro Wizard
Hunter Electro Wizard
Royal Ghost Knight Fireball Hunter Witch Electro Wizard

Counters to secondary win conditions

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

Knight Fireball Witch Royal Ghost Electro Wizard
Fireball Electro Wizard Knight Hunter Royal Ghost
Knight Hunter Witch Electro Wizard
Hunter Knight Fireball Electro Wizard
Knight Hunter Witch
Fireball Hunter Witch Electro Wizard
Knight Fireball Hunter Witch Electro Wizard
Knight Hunter
Electro Wizard Knight Fireball Witch
Witch
Knight Hunter Witch
Fireball Electro Wizard
Knight Fireball Hunter Witch
Fireball Witch
Witch Electro Wizard Knight Fireball Hunter
Fireball Hunter Witch Royal Ghost 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 Knight Royal Ghost
Fireball Royal Ghost Electro Wizard
Fireball
Knight Fireball
Fireball
Fireball Hunter Witch
Witch
Fireball Hunter
Fireball
Fireball Electro Wizard
Knight Fireball Electro Wizard
Fireball
Knight Fireball Hunter
Fireball
Fireball
Fireball Hunter Witch
Fireball
Fireball
Fireball Hunter Electro Wizard
Fireball Witch
Fireball
Fireball
Fireball
Fireball Hunter Witch
Witch
Fireball Hunter Witch Royal Ghost Electro Wizard
Fireball Witch
Fireball
Fireball Hunter Witch Electro Wizard
Electro Wizard Fireball Witch
Fireball
Fireball Hunter
Fireball Electro Wizard
Fireball
Electro Wizard Fireball Witch
Fireball Hunter Witch Electro Wizard
Fireball
Fireball Knight Hunter Electro Wizard
Fireball
Fireball
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Royal Ghost Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: