My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 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.

Wizard Witch Balloon Prince Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon Prince Mega Knight

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.

Balloon Prince Mega Knight

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.

Balloon 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
Balloon Prince Inferno Dragon
Giant Snowball
Witch Balloon Inferno Dragon
Zap
Witch Balloon Prince Inferno Dragon
Barbarian Barrel
Wizard Witch Electro Wizard
The Log
Witch Prince
Earthquake
Witch
Arrows
Witch
Royal Delivery
Wizard Witch Balloon Prince Electro Wizard Inferno Dragon
Fireball
Wizard Witch Balloon Electro Wizard Inferno Dragon
Poison
Wizard Witch Balloon Electro Wizard
Lightning
Wizard Witch Balloon Prince Electro Wizard Inferno Dragon
Rocket
Wizard Witch Balloon Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

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.

Prince Inferno Dragon Mega Knight

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.

Wizard 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 Electro Wizard Inferno Dragon Wizard Witch Balloon Prince Mega Knight

Shortest cycle

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

15 Zap Electro Wizard Inferno Dragon Wizard

Attack Synergies 5 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
Balloon Prince Electro Wizard Witch Mega Knight
Wizard
Balloon Prince Mega Knight
Witch
Zap Prince Mega Knight
Balloon
Zap Wizard Electro Wizard Mega Knight
Prince
Zap Mega Knight Wizard Witch Electro Wizard
Electro Wizard
Zap Balloon Prince Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Prince Inferno Dragon Zap Wizard Witch Balloon Electro Wizard

Defense Synergies 2 13

Zap
Electro Wizard Mega Knight Witch Prince Inferno Dragon
Wizard
Prince Electro Wizard Mega Knight
Witch
Zap Prince Electro Wizard Mega Knight
Balloon
Prince
Zap Wizard Witch Electro Wizard
Electro Wizard
Zap Wizard Witch Prince Inferno Dragon Mega Knight
Inferno Dragon
Zap Electro Wizard Mega Knight
Mega Knight
Zap Wizard Witch Electro Wizard Inferno Dragon

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 Wizard Electro Wizard
Inferno Dragon Zap Witch Prince Electro Wizard Mega Knight
Witch Prince Mega Knight Electro Wizard Inferno Dragon
Witch Prince Inferno Dragon Electro Wizard Mega Knight
Prince Mega Knight
Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Wizard Witch
Zap Electro Wizard Mega Knight
Witch Inferno Dragon Prince
Prince Electro Wizard Mega Knight
Witch Electro Wizard Zap Wizard Mega Knight
Inferno Dragon Zap Wizard Witch Electro Wizard
Prince Mega Knight Zap Wizard Witch Electro Wizard
Wizard Mega Knight Zap Witch Prince Electro Wizard
Inferno Dragon Prince Electro Wizard Mega Knight
Zap Prince Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight Witch Prince Electro Wizard
Mega Knight Zap Wizard Witch Prince Electro Wizard
Zap Wizard Witch Electro Wizard Inferno Dragon Mega Knight
Prince Electro Wizard Inferno Dragon
Wizard Mega Knight Witch Prince Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Witch Prince Electro Wizard
Electro Wizard Zap Wizard Prince Inferno Dragon Mega Knight
Mega Knight Zap Witch Prince Electro Wizard
Prince Mega Knight Zap Electro Wizard
Witch Prince Inferno Dragon Mega Knight
Wizard Zap Witch Electro Wizard
Prince Witch Electro Wizard
Mega Knight Prince Inferno Dragon
Zap Electro Wizard Mega Knight Witch Prince Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Witch Prince
Mega Knight Zap Prince Electro Wizard
Prince Mega Knight Wizard Witch
Wizard Witch Mega Knight
Witch Electro Wizard Zap Prince Inferno Dragon
Mega Knight Zap Wizard Witch 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.)

Zap Electro Wizard
Prince
Wizard Zap Mega Knight
Wizard Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Prince Electro Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Zap Prince
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard Prince Electro Wizard Mega Knight
Zap Wizard Witch Mega Knight
Prince Mega Knight
Wizard
Prince
Zap
Zap Wizard Witch Mega Knight
Witch Inferno Dragon
Zap Wizard Witch Electro Wizard
Zap Wizard Witch Prince Mega Knight
Zap
Zap Wizard Witch Electro Wizard
Zap Electro Wizard Wizard Witch
Zap Wizard Mega Knight
Zap Electro Wizard
Prince Mega Knight
Wizard
Zap Electro Wizard Witch Prince
Zap Wizard Witch Electro Wizard
Wizard Prince Electro Wizard Mega Knight
Zap Wizard
Zap
Prince Mega Knight
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Prince Electro Wizard Mega Knight

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