My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats 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.

Ice Spirit Bats Knight Witch Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog 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.

Ice Spirit Knight Elite Barbarians Hog 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.

Elite Barbarians Hog Rider 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
Bats Elite Barbarians Hog Rider
Giant Snowball
Bats Hog Rider Witch
Zap
Bats Witch
Barbarian Barrel
Ice Spirit Knight Elite Barbarians Witch Electro Wizard
The Log
Ice Spirit Elite Barbarians Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Ice Spirit Bats Witch
Royal Delivery
Ice Spirit Bats Knight Elite Barbarians Hog Rider Witch Electro Wizard
Fireball
Elite Barbarians Hog Rider Witch Electro Wizard
Poison
Bats Witch Electro Wizard
Lightning
Knight Elite Barbarians Witch Electro Wizard
Rocket
Elite Barbarians Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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.

Ice Spirit Bats Knight

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.

Elite Barbarians

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.

Ice Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Knight Hog Rider Electro Wizard Witch Elite Barbarians

Shortest cycle

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

8 Ice Spirit Bats Zap Knight

Attack Synergies 9 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.

Ice Spirit
Zap Knight Hog Rider Bats Elite Barbarians Witch
Bats
Knight Hog Rider Ice Spirit Zap Elite Barbarians
Zap
Ice Spirit Elite Barbarians Hog Rider Electro Wizard Bats Knight Witch
Knight
Ice Spirit Bats Hog Rider Zap Elite Barbarians Witch Electro Wizard
Elite Barbarians
Zap Ice Spirit Bats Knight Hog Rider
Hog Rider
Ice Spirit Bats Zap Knight Elite Barbarians Witch Electro Wizard
Witch
Ice Spirit Zap Knight Hog Rider
Electro Wizard
Zap Knight Hog Rider

Defense Synergies 4 12

Ice Spirit
Zap Bats Knight Elite Barbarians Witch Electro Wizard
Bats
Knight Ice Spirit Zap Electro Wizard
Zap
Ice Spirit Electro Wizard Bats Knight Elite Barbarians Witch
Knight
Bats Electro Wizard Ice Spirit Zap Witch
Elite Barbarians
Ice Spirit Zap
Hog Rider
Witch
Ice Spirit Zap Knight Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Bats 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.

Zap Knight Electro Wizard
Elite Barbarians Ice Spirit Bats Zap Knight Witch Electro Wizard
Witch Bats Knight Elite Barbarians Electro Wizard
Elite Barbarians Witch Bats Knight Electro Wizard
Elite Barbarians
Bats Zap Electro Wizard
Bats Electro Wizard Ice Spirit Zap Witch
Zap Electro Wizard
Witch Elite Barbarians
Knight Elite Barbarians Ice Spirit Electro Wizard
Bats Witch Electro Wizard Zap Knight
Bats Zap Witch Electro Wizard
Ice Spirit Bats Zap Knight Elite Barbarians Witch Electro Wizard
Ice Spirit Bats Zap Witch Electro Wizard
Elite Barbarians Knight Electro Wizard
Ice Spirit Zap Elite Barbarians Electro Wizard
Bats Knight Elite Barbarians Witch Electro Wizard
Ice Spirit Bats Zap Knight Elite Barbarians Witch Electro Wizard
Zap Witch Ice Spirit Bats Knight Electro Wizard
Elite Barbarians Electro Wizard
Bats Knight Elite Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Witch Electro Wizard
Electro Wizard Zap Knight Elite Barbarians
Ice Spirit Bats Zap Knight Elite Barbarians Witch Electro Wizard
Bats Zap Knight Elite Barbarians Electro Wizard
Knight Elite Barbarians Witch
Ice Spirit Bats Zap Witch Electro Wizard
Bats Knight Elite Barbarians Witch Electro Wizard
Knight Elite Barbarians
Zap Electro Wizard Ice Spirit Bats Knight Elite Barbarians Witch
Witch
Bats Knight Elite Barbarians Witch
Zap Elite Barbarians Electro Wizard
Elite Barbarians Knight Witch
Witch
Elite Barbarians Witch Electro Wizard Ice Spirit Bats Zap Knight
Bats Zap Elite Barbarians 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
Zap Electro Wizard
Knight
Zap
Ice Spirit Bats Zap Witch
Witch
Ice Spirit Zap
Zap
Bats Elite Barbarians Electro Wizard
Zap Knight Electro Wizard
Zap
Knight Elite Barbarians
Zap Elite Barbarians
Zap Witch
Bats
Zap Electro Wizard
Zap Witch
Zap
Zap Ice Spirit Witch
Witch
Zap Witch Electro Wizard
Zap Witch
Zap
Elite Barbarians Bats Zap Witch Electro Wizard
Zap Electro Wizard Ice Spirit Bats Witch
Elite Barbarians
Zap
Zap Ice Spirit Electro Wizard
Zap Electro Wizard Ice Spirit Bats Witch
Zap Witch Electro Wizard
Knight Electro Wizard
Zap
Zap
Elite Barbarians
Zap Ice Spirit Bats Elite Barbarians Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: