My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 direct tower 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 spells that can finish it off. 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 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 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!
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!
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.

Baby Dragon Witch Electro Dragon Executioner Ice 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.

Baby Dragon Witch Electro Dragon Executioner Giant Skeleton Ice Wizard Royal Ghost

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.

Missing

Punishments

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

Royal Ghost

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.

Baby Dragon Giant Skeleton 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.

Electro Dragon Giant Skeleton Royal Ghost

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
Giant Snowball
Guards Baby Dragon Witch Electro Dragon
Zap
Guards Witch
Barbarian Barrel
Guards Witch Executioner Giant Skeleton Ice Wizard Royal Ghost
The Log
Guards Witch Giant Skeleton
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Guards Baby Dragon Witch Electro Dragon Executioner Giant Skeleton Ice Wizard Royal Ghost
Fireball
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Poison
Guards Witch Electro Dragon Executioner Ice Wizard
Lightning
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Rocket
Witch Electro Dragon Executioner

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch Electro Dragon Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Dragon Executioner Ice Wizard Royal Ghost

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.

Guards Baby Dragon Executioner Giant Skeleton Ice Wizard Royal Ghost

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 Ice 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.

Guards Ice Wizard Royal Ghost Baby Dragon Witch Electro Dragon Executioner Giant Skeleton

Shortest cycle

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

13 Guards Ice Wizard Royal Ghost Baby Dragon

Attack Synergies 0 10

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.

Guards
Baby Dragon
Witch Electro Dragon Giant Skeleton Ice Wizard
Witch
Baby Dragon Giant Skeleton Royal Ghost
Electro Dragon
Baby Dragon Executioner Giant Skeleton Ice Wizard
Executioner
Electro Dragon
Giant Skeleton
Baby Dragon Witch Electro Dragon Ice Wizard
Ice Wizard
Baby Dragon Electro Dragon Giant Skeleton
Royal Ghost
Witch

Defense Synergies 1 17

Guards
Baby Dragon Witch Electro Dragon Executioner Giant Skeleton Ice Wizard
Baby Dragon
Ice Wizard Guards Witch Electro Dragon Giant Skeleton
Witch
Guards Baby Dragon Electro Dragon Giant Skeleton Ice Wizard Royal Ghost
Electro Dragon
Guards Baby Dragon Witch Giant Skeleton Ice Wizard
Executioner
Guards Giant Skeleton
Giant Skeleton
Guards Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Ice Wizard
Baby Dragon Guards Witch Electro Dragon Giant Skeleton
Royal Ghost
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.

Baby Dragon Electro Dragon Executioner
Witch Electro Dragon Executioner Ice Wizard
Witch Electro Dragon Executioner Giant Skeleton Ice Wizard
Witch Guards Electro Dragon Ice Wizard
Giant Skeleton
Guards Baby Dragon Electro Dragon Executioner Ice Wizard Royal Ghost
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Baby Dragon Electro Dragon Giant Skeleton
Witch Ice Wizard
Guards Giant Skeleton Ice Wizard Royal Ghost
Guards Witch Executioner Ice Wizard Baby Dragon Electro Dragon Giant Skeleton Royal Ghost
Executioner Baby Dragon Witch Electro Dragon Ice Wizard
Guards Witch Electro Dragon Giant Skeleton Ice Wizard
Executioner Guards Baby Dragon Witch Electro Dragon Royal Ghost
Witch Electro Dragon Executioner
Guards Baby Dragon Witch Electro Dragon Executioner Ice Wizard Royal Ghost
Baby Dragon Witch Executioner Guards Electro Dragon Giant Skeleton Ice Wizard Royal Ghost
Royal Ghost Guards Baby Dragon Witch Electro Dragon Executioner Giant Skeleton

Counters to secondary win conditions

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

Guards Witch Giant Skeleton Royal Ghost
Baby Dragon Electro Dragon Executioner Royal Ghost
Guards Giant Skeleton Witch Electro Dragon
Guards Giant Skeleton
Giant Skeleton Guards Witch Executioner
Executioner Baby Dragon Witch Electro Dragon Ice Wizard
Guards Witch Giant Skeleton Ice Wizard
Giant Skeleton
Electro Dragon Giant Skeleton Baby Dragon Witch
Witch Guards
Guards Witch Electro Dragon Giant Skeleton
Guards Giant Skeleton
Giant Skeleton Guards Witch Executioner
Baby Dragon Witch Electro Dragon Executioner
Guards Witch Electro Dragon Baby Dragon Executioner Giant Skeleton
Executioner Baby Dragon Witch Electro Dragon Giant Skeleton Ice Wizard Royal Ghost

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.)

Guards Baby Dragon Electro Dragon Giant Skeleton Royal Ghost
Baby Dragon Electro Dragon Executioner Ice Wizard Royal Ghost
Baby Dragon Electro Dragon Giant Skeleton
Guards Giant Skeleton
Executioner Baby Dragon
Executioner Baby Dragon Witch Electro Dragon Ice Wizard
Baby Dragon Witch Executioner
Baby Dragon Electro Dragon Executioner Ice Wizard
Electro Dragon
Guards Electro Dragon
Electro Dragon
Baby Dragon Electro Dragon Executioner
Baby Dragon Executioner
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Witch Electro Dragon Executioner
Baby Dragon Electro Dragon Executioner
Baby Dragon Electro Dragon Executioner
Baby Dragon Witch Electro Dragon
Baby Dragon Giant Skeleton
Baby Dragon Electro Dragon
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Witch
Baby Dragon Witch Electro Dragon Executioner Ice Wizard Royal Ghost
Baby Dragon Witch Electro Dragon
Baby Dragon
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Electro Dragon Guards Witch
Electro Dragon
Electro Dragon
Giant Skeleton
Guards Witch Electro Dragon
Baby Dragon Witch Electro Dragon Executioner Ice Wizard
Baby Dragon Electro Dragon Executioner
Baby Dragon Electro Dragon Executioner
Giant Skeleton
Electro Dragon Executioner
Electro Dragon Guards Baby Dragon Witch Giant Skeleton
Witch Electro Dragon Executioner
Electro Dragon Baby Dragon Witch Executioner Giant Skeleton Royal Ghost

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