My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Elixir Golem

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!
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.

Minions 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.

Knight Royal Giant Witch Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Royal Ghost

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 Barbarians Royal Giant Royal Ghost

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.

Royal Ghost 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
Minions Royal Giant
Giant Snowball
Minions Barbarians Witch
Zap
Minions Royal Giant Witch
Barbarian Barrel
Knight Barbarians Witch Royal Ghost Electro Wizard
The Log
Barbarians Royal Giant Witch
Earthquake
Barbarians Witch
Arrows
Minions Witch
Royal Delivery
Knight Minions Barbarians Witch Royal Ghost Electro Wizard
Fireball
Minions Barbarians Witch Electro Wizard
Poison
Minions Barbarians Witch Electro Wizard
Lightning
Knight Witch Electro Wizard
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Knight Royal Ghost

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.

Royal Giant

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.

Minions Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Royal Ghost Electro Wizard Barbarians Witch Royal Giant

Shortest cycle

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

12 Arrows Knight Minions Royal Ghost

Attack Synergies 3 8

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.

Arrows
Royal Giant Knight
Knight
Minions Arrows Witch Electro Wizard
Minions
Knight Royal Giant
Barbarians
Royal Giant
Arrows Minions Witch Royal Ghost Electro Wizard
Witch
Knight Royal Giant Royal Ghost
Royal Ghost
Royal Giant Witch Electro Wizard
Electro Wizard
Knight Royal Giant Royal Ghost

Defense Synergies 2 7

Arrows
Knight Barbarians
Knight
Minions Electro Wizard Arrows Witch
Minions
Knight Electro Wizard
Barbarians
Arrows
Royal Giant
Witch
Knight Royal Ghost Electro Wizard
Royal Ghost
Witch Electro Wizard
Electro Wizard
Knight Minions Witch Royal Ghost

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 Minions Electro Wizard
Barbarians Knight Minions Witch Electro Wizard
Barbarians Witch Knight Minions Electro Wizard
Barbarians Witch Knight Minions Electro Wizard
Arrows Barbarians
Arrows Minions Royal Ghost Electro Wizard
Minions Electro Wizard Arrows Witch
Arrows Barbarians Electro Wizard
Barbarians Witch Minions
Knight Barbarians Royal Ghost Electro Wizard
Minions Barbarians Witch Electro Wizard Arrows Knight Royal Ghost
Arrows Minions Witch Electro Wizard
Barbarians Knight Minions Witch Electro Wizard
Arrows Minions Barbarians Witch Royal Ghost Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Electro Wizard
Barbarians Arrows Knight Minions Witch Electro Wizard
Arrows Knight Minions Barbarians Witch Royal Ghost Electro Wizard
Arrows Witch Knight Minions Barbarians Royal Ghost Electro Wizard
Barbarians Electro Wizard
Royal Ghost Arrows Knight Minions Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Witch Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Royal Ghost
Barbarians Knight Minions Witch Electro Wizard
Knight Barbarians Electro Wizard
Barbarians Knight Witch
Arrows Minions Witch Electro Wizard
Knight Minions Barbarians Witch Electro Wizard
Knight Barbarians
Electro Wizard Knight Minions Barbarians Witch
Witch Barbarians
Knight Minions Barbarians Witch
Arrows Barbarians Electro Wizard
Barbarians Knight Witch
Barbarians Witch
Barbarians Witch Electro Wizard Knight Minions
Arrows Minions Barbarians Witch Royal Ghost 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 Knight Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows Knight Barbarians
Arrows
Arrows Minions Witch
Arrows Witch
Arrows
Arrows
Minions Electro Wizard
Arrows Knight Electro Wizard
Arrows
Knight
Arrows Minions
Arrows
Arrows Witch
Arrows
Arrows
Minions
Arrows Electro Wizard
Arrows Witch
Minions
Arrows
Arrows Barbarians
Arrows Witch
Witch
Arrows Witch Royal Ghost Electro Wizard
Arrows Witch
Arrows
Arrows Witch Electro Wizard
Electro Wizard Minions Witch
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Minions Barbarians Witch
Arrows Witch Electro Wizard
Arrows
Knight Electro Wizard
Arrows
Arrows
Minions Witch Electro Wizard
Witch Electro Wizard
Witch Royal Ghost Electro Wizard

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