My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard 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.

Wizard Witch Giant Skeleton Bandit 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.

Fireball

Punishments

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

Hog Rider Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Giant Skeleton Bandit

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.

Hog Rider Giant Skeleton Bandit 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
Hog Rider Giant Skeleton Bandit
Giant Snowball
Hog Rider Witch
Zap
Witch Bandit
Barbarian Barrel
Wizard Witch Giant Skeleton Bandit Electro Wizard
The Log
Hog Rider Witch Giant Skeleton Bandit
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Hog Rider Wizard Witch Giant Skeleton Bandit Electro Wizard
Fireball
Hog Rider Wizard Witch Bandit Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Wizard Witch Bandit Electro Wizard
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Giant Skeleton

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.

Fireball

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.

Fireball 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.

Mirror Bandit Fireball Hog Rider Electro Wizard Wizard Witch Giant Skeleton

Shortest cycle

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

11 Mirror Bandit Fireball Hog Rider

Attack Synergies 2 15

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.

Fireball
Hog Rider Mirror Electro Wizard
Hog Rider
Fireball Wizard Mirror Witch Giant Skeleton Bandit Electro Wizard
Wizard
Hog Rider Giant Skeleton Bandit
Mirror
Fireball Hog Rider Giant Skeleton
Witch
Hog Rider Giant Skeleton Bandit
Giant Skeleton
Hog Rider Wizard Mirror Witch Bandit Electro Wizard
Bandit
Hog Rider Wizard Witch Giant Skeleton Electro Wizard
Electro Wizard
Fireball Hog Rider Giant Skeleton Bandit

Defense Synergies 1 11

Fireball
Mirror Bandit Electro Wizard
Hog Rider
Wizard
Giant Skeleton Bandit Electro Wizard
Mirror
Fireball Electro Wizard
Witch
Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Wizard Witch Electro Wizard
Bandit
Fireball Wizard Witch Electro Wizard
Electro Wizard
Fireball Wizard Mirror Witch Giant Skeleton Bandit

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.

Fireball Wizard Electro Wizard
Witch Bandit Electro Wizard
Witch Giant Skeleton Bandit Electro Wizard
Witch Bandit Electro Wizard
Fireball Giant Skeleton
Fireball Bandit Electro Wizard
Electro Wizard Fireball Wizard Witch
Fireball Giant Skeleton Bandit Electro Wizard
Witch
Giant Skeleton Bandit Electro Wizard
Witch Electro Wizard Fireball Wizard Giant Skeleton Bandit
Fireball Wizard Witch Electro Wizard
Fireball Wizard Witch Giant Skeleton Bandit Electro Wizard
Fireball Wizard Witch Electro Wizard
Bandit Electro Wizard
Fireball Bandit Electro Wizard
Wizard Fireball Witch Electro Wizard
Fireball Wizard Witch Bandit Electro Wizard
Wizard Witch Fireball Giant Skeleton Bandit Electro Wizard
Electro Wizard
Wizard Fireball Witch Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Fireball Witch Giant Skeleton Bandit Electro Wizard
Fireball Bandit Electro Wizard Wizard
Giant Skeleton Bandit Witch Electro Wizard
Giant Skeleton Fireball Bandit Electro Wizard
Giant Skeleton Witch Bandit
Fireball Wizard Witch Electro Wizard
Fireball Witch Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Giant Skeleton Electro Wizard Fireball Witch Bandit
Witch
Witch Giant Skeleton
Fireball Giant Skeleton Electro Wizard
Giant Skeleton Fireball Wizard Witch Bandit
Wizard Fireball Witch
Witch Electro Wizard Fireball Giant Skeleton
Fireball Wizard Witch Giant Skeleton 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.)

Fireball Giant Skeleton Bandit
Fireball Bandit Electro Wizard
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball Wizard
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard Bandit
Fireball Electro Wizard
Fireball Wizard Bandit Electro Wizard
Fireball Wizard
Fireball Bandit
Fireball Bandit
Fireball
Fireball Wizard Witch Bandit
Fireball Wizard Bandit
Fireball
Fireball Wizard Bandit Electro Wizard
Fireball Wizard Witch
Fireball Giant Skeleton
Fireball Wizard
Fireball
Fireball Wizard Witch
Witch
Fireball Wizard Witch Bandit Electro Wizard
Fireball Wizard Witch Bandit
Fireball Bandit
Fireball Wizard Witch Electro Wizard
Electro Wizard Fireball Wizard Witch
Fireball
Fireball Wizard Bandit
Fireball Electro Wizard
Giant Skeleton
Fireball Wizard
Electro Wizard Fireball Witch Bandit
Fireball Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball Giant Skeleton
Fireball Witch Giant Skeleton Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Giant Skeleton Bandit Electro Wizard

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