My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Bad

1 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 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!
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.

Tesla Baby Dragon Witch Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tesla Baby Dragon Witch Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Mortar Ram Rider

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.

Mortar Ram Rider

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.

Knight Mortar Baby Dragon Ram Rider

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 Wizard Ram Rider

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
Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Baby Dragon Witch Ram Rider
Zap
Mortar Skeleton Army Witch Ram Rider
Barbarian Barrel
Knight Mortar Tesla Skeleton Army Witch Electro Wizard
The Log
Skeleton Army Witch Ram Rider
Earthquake
Mortar Tesla Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Skeleton Army Baby Dragon Witch Electro Wizard Ram Rider
Fireball
Mortar Tesla Skeleton Army Baby Dragon Witch Electro Wizard Ram Rider
Poison
Mortar Skeleton Army Witch Electro Wizard
Lightning
Knight Mortar Tesla Baby Dragon Witch Electro Wizard Ram Rider
Rocket
Mortar Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon

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.

Knight Skeleton Army Baby Dragon

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Mortar Tesla Baby Dragon Electro Wizard Witch Ram Rider

Shortest cycle

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

14 Knight Skeleton Army Mortar Tesla

Attack Synergies 2 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.

Knight
Mortar Baby Dragon Witch Electro Wizard Ram Rider
Mortar
Knight Baby Dragon Ram Rider
Tesla
Skeleton Army
Baby Dragon
Knight Mortar Witch Electro Wizard Ram Rider
Witch
Knight Baby Dragon Ram Rider
Electro Wizard
Knight Baby Dragon Ram Rider
Ram Rider
Knight Mortar Baby Dragon Witch Electro Wizard

Defense Synergies 2 15

Knight
Tesla Electro Wizard Mortar Skeleton Army Baby Dragon Witch
Mortar
Knight Tesla Skeleton Army Baby Dragon Electro Wizard
Tesla
Knight Mortar Skeleton Army Baby Dragon Electro Wizard
Skeleton Army
Knight Mortar Tesla Electro Wizard
Baby Dragon
Knight Mortar Tesla Witch
Witch
Knight Baby Dragon Electro Wizard
Electro Wizard
Knight Mortar Tesla Skeleton Army Witch Ram Rider
Ram Rider
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.

Knight Mortar Tesla Baby Dragon Electro Wizard Ram Rider
Skeleton Army Knight Mortar Tesla Witch Electro Wizard Ram Rider
Mortar Tesla Skeleton Army Witch Ram Rider Knight Electro Wizard
Tesla Skeleton Army Witch Knight Mortar Electro Wizard Ram Rider
Skeleton Army
Skeleton Army Tesla Baby Dragon Electro Wizard
Tesla Electro Wizard Ram Rider Mortar Baby Dragon Witch
Tesla Baby Dragon Electro Wizard Ram Rider
Tesla Witch Mortar Skeleton Army
Knight Skeleton Army Tesla Electro Wizard
Skeleton Army Witch Electro Wizard Knight Tesla Baby Dragon Ram Rider
Tesla Baby Dragon Witch Electro Wizard Ram Rider
Mortar Tesla Skeleton Army Knight Witch Electro Wizard Ram Rider
Skeleton Army Mortar Tesla Baby Dragon Witch Electro Wizard
Skeleton Army Knight Mortar Tesla Electro Wizard Ram Rider
Skeleton Army Mortar Tesla Electro Wizard Ram Rider
Tesla Knight Mortar Skeleton Army Witch Electro Wizard
Mortar Tesla Knight Skeleton Army Baby Dragon Witch Electro Wizard Ram Rider
Mortar Baby Dragon Witch Knight Tesla Electro Wizard Ram Rider
Mortar Tesla Electro Wizard Ram Rider
Skeleton Army Knight Tesla Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Tesla Witch Electro Wizard
Electro Wizard Knight Mortar Tesla Baby Dragon
Skeleton Army Knight Witch Electro Wizard Ram Rider
Skeleton Army Knight Tesla Electro Wizard Ram Rider
Knight Tesla Skeleton Army Witch Ram Rider
Tesla Baby Dragon Witch Electro Wizard Ram Rider
Skeleton Army Knight Tesla Witch Electro Wizard Ram Rider
Knight Tesla Skeleton Army
Electro Wizard Knight Mortar Skeleton Army Baby Dragon Witch
Witch Tesla Skeleton Army
Knight Tesla Witch
Skeleton Army Electro Wizard
Skeleton Army Knight Tesla Witch Ram Rider
Tesla Skeleton Army Baby Dragon Witch
Tesla Skeleton Army Witch Electro Wizard Knight Mortar Baby Dragon
Tesla Baby Dragon Witch 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.)

Knight Mortar Baby Dragon
Mortar Baby Dragon Electro Wizard Ram Rider
Baby Dragon
Knight
Mortar Baby Dragon
Baby Dragon Witch Ram Rider
Mortar Baby Dragon Witch
Baby Dragon Ram Rider
Mortar Ram Rider
Electro Wizard
Knight Mortar Electro Wizard Ram Rider
Baby Dragon
Knight Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon Witch
Mortar Baby Dragon
Mortar
Mortar Baby Dragon Electro Wizard
Mortar Baby Dragon Witch
Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon Witch
Witch
Mortar Baby Dragon Witch Electro Wizard Ram Rider
Mortar Baby Dragon Witch Ram Rider
Mortar Baby Dragon
Baby Dragon Witch Electro Wizard
Electro Wizard Witch
Mortar
Electro Wizard
Electro Wizard Skeleton Army Witch
Baby Dragon Witch Electro Wizard Ram Rider
Knight Baby Dragon Electro Wizard
Mortar Baby Dragon
Baby Dragon Witch Electro Wizard
Witch Electro Wizard
Mortar Baby Dragon Witch Electro Wizard

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