My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
Versatility
Mediocre
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Witch Balloon Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

Damage spells

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

Zap Arrows

Punishments

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

Balloon

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 Lava Hound

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
Clone Balloon Lava Hound
Giant Snowball
Clone Witch Balloon Lava Hound
Zap
Clone Witch Balloon Lava Hound
Barbarian Barrel
Bomb Tower Clone Witch Electro Wizard
The Log
Clone Witch
Earthquake
Bomb Tower Clone Witch
Arrows
Clone Witch Lava Hound
Royal Delivery
Clone Witch Balloon Electro Wizard Lava Hound
Fireball
Bomb Tower Clone Witch Balloon Electro Wizard Lava Hound
Poison
Bomb Tower Clone Witch Balloon Electro Wizard Lava Hound
Lightning
Bomb Tower Witch Balloon Electro Wizard
Rocket
Bomb Tower Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Bomb Tower

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.

Arrows Clone

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 Lava Hound

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.

Zap Arrows Clone Bomb Tower Electro Wizard Witch Balloon Lava Hound

Shortest cycle

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

12 Zap Arrows Clone Bomb Tower

Attack Synergies 8 6

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
Arrows Balloon Electro Wizard Witch Lava Hound
Arrows
Zap Balloon Lava Hound
Bomb Tower
Clone
Balloon Lava Hound Witch Electro Wizard
Witch
Zap Clone Lava Hound
Balloon
Zap Arrows Clone Lava Hound Electro Wizard
Electro Wizard
Zap Clone Balloon
Lava Hound
Arrows Clone Balloon Zap Witch

Defense Synergies 2 5

Zap
Bomb Tower Electro Wizard Arrows Witch
Arrows
Zap Bomb Tower
Bomb Tower
Zap Arrows Electro Wizard
Clone
Witch
Zap Electro Wizard
Balloon
Electro Wizard
Zap Bomb Tower Witch
Lava Hound

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 Electro Wizard
Bomb Tower Zap Witch Electro Wizard
Bomb Tower Witch Electro Wizard
Bomb Tower Witch Electro Wizard
Arrows Bomb Tower
Arrows Zap Bomb Tower Electro Wizard
Electro Wizard Zap Arrows Bomb Tower Witch
Zap Arrows Bomb Tower Electro Wizard
Witch Bomb Tower
Electro Wizard
Witch Electro Wizard Zap Arrows Bomb Tower
Arrows Zap Witch Electro Wizard
Bomb Tower Zap Witch Electro Wizard
Bomb Tower Zap Arrows Witch Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower Zap Electro Wizard
Bomb Tower Arrows Witch Electro Wizard
Arrows Bomb Tower Zap Witch Electro Wizard
Zap Arrows Bomb Tower Witch Electro Wizard
Bomb Tower Electro Wizard
Arrows Bomb Tower Witch Electro Wizard

Counters to secondary win conditions

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

Zap Witch Electro Wizard
Electro Wizard Zap Arrows Bomb Tower
Zap Bomb Tower Witch Electro Wizard
Zap Electro Wizard
Witch
Arrows Zap Bomb Tower Witch Electro Wizard
Bomb Tower Witch Electro Wizard
Bomb Tower
Zap Electro Wizard Bomb Tower Witch
Witch
Bomb Tower Witch
Zap Arrows Electro Wizard
Bomb Tower Witch
Bomb Tower Witch
Witch Electro Wizard Zap Bomb Tower
Arrows Zap Bomb Tower 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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