My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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.

Royal Giant Wizard Witch Giant Skeleton Bandit

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.

Tornado

Punishments

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

Royal Giant Bandit

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.

Royal Giant 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.

Giant Skeleton Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado

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.

Clone Tornado 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.

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.

Wizard Witch

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 Clone Tornado Bandit Wizard Witch Royal Giant Giant Skeleton

Shortest cycle

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

9 Mirror Clone Tornado Bandit

Attack Synergies 2 16

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.

Royal Giant
Wizard Mirror Tornado Witch Giant Skeleton Bandit
Wizard
Tornado Royal Giant Giant Skeleton Bandit
Mirror
Royal Giant Tornado Giant Skeleton
Clone
Giant Skeleton Witch
Tornado
Wizard Royal Giant Mirror Witch Giant Skeleton
Witch
Royal Giant Clone Tornado Giant Skeleton Bandit
Giant Skeleton
Clone Royal Giant Wizard Mirror Tornado Witch Bandit
Bandit
Royal Giant Wizard Witch Giant Skeleton

Defense Synergies 2 6

Royal Giant
Wizard
Tornado Giant Skeleton Bandit
Mirror
Tornado
Clone
Tornado
Wizard Mirror Witch Giant Skeleton
Witch
Tornado Giant Skeleton Bandit
Giant Skeleton
Wizard Tornado Witch
Bandit
Wizard 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.

Wizard
Witch Bandit
Tornado Witch Giant Skeleton Bandit
Witch Bandit
Tornado Giant Skeleton
Tornado Bandit
Tornado Wizard Witch
Giant Skeleton Bandit
Witch Tornado
Tornado Giant Skeleton Bandit
Witch Wizard Tornado Giant Skeleton Bandit
Wizard Tornado Witch
Wizard Witch Giant Skeleton Bandit
Wizard Tornado Witch
Bandit
Tornado Bandit
Wizard Tornado Witch
Wizard Tornado Witch Bandit
Wizard Tornado Witch Giant Skeleton Bandit
Tornado
Wizard Witch Giant Skeleton Bandit

Counters to secondary win conditions

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

Witch Giant Skeleton Bandit
Bandit Wizard
Giant Skeleton Bandit Witch
Giant Skeleton Tornado Bandit
Giant Skeleton Witch Bandit
Wizard Tornado Witch
Witch Giant Skeleton Bandit
Giant Skeleton
Giant Skeleton Tornado Witch Bandit
Witch
Witch Giant Skeleton
Tornado Giant Skeleton
Giant Skeleton Wizard Witch Bandit
Wizard Witch
Witch Tornado Giant Skeleton
Wizard Witch Giant Skeleton

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.)

Giant Skeleton Bandit
Tornado Bandit
Giant Skeleton Bandit
Giant Skeleton
Wizard
Wizard Tornado Witch
Wizard Tornado Witch
Wizard Tornado
Wizard Tornado Bandit
Tornado
Wizard Tornado Bandit
Wizard Tornado
Bandit
Bandit
Wizard Witch Bandit
Wizard Bandit
Tornado
Wizard Bandit
Wizard Tornado Witch
Giant Skeleton
Wizard Tornado
Tornado
Tornado Wizard Witch
Witch
Wizard Tornado Witch Bandit
Wizard Tornado Witch Bandit
Tornado Bandit
Wizard Tornado Witch
Wizard Witch
Wizard Bandit
Giant Skeleton
Wizard
Witch Bandit
Wizard Tornado Witch
Wizard
Wizard
Tornado Giant Skeleton
Tornado Witch Giant Skeleton
Tornado Witch
Tornado Witch Giant Skeleton Bandit

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