My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Giant Wizard Witch Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Rage Tornado

Punishments

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

Giant 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.

Barbarians Giant Balloon

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

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
Giant Balloon
Giant Snowball
Barbarians Witch Balloon
Zap
Witch Balloon
Barbarian Barrel
Barbarians Wizard Witch
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Wizard Witch Balloon
Fireball
Barbarians Wizard Witch Balloon
Poison
Barbarians Wizard Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Barbarians Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rage Tornado

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Tornado Barbarians Giant Wizard Witch Balloon

Shortest cycle

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

12 Zap Rage Tornado Barbarians

Attack Synergies 7 10

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
Giant Tornado Balloon Witch
Barbarians
Balloon
Giant
Zap Rage Wizard Tornado Witch Balloon
Wizard
Tornado Giant Rage Balloon
Rage
Giant Witch Balloon Wizard
Tornado
Zap Wizard Giant Witch Balloon
Witch
Rage Zap Giant Tornado
Balloon
Zap Rage Barbarians Giant Wizard Tornado

Defense Synergies 1 4

Zap
Barbarians Tornado Witch
Barbarians
Zap
Giant
Wizard
Tornado
Rage
Tornado
Wizard Zap Witch
Witch
Zap Tornado
Balloon

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 Wizard
Barbarians Zap Witch
Barbarians Tornado Witch
Barbarians Witch
Barbarians Tornado
Tornado Zap
Tornado Zap Wizard Witch
Zap Barbarians
Barbarians Witch Tornado
Tornado Barbarians
Barbarians Witch Zap Wizard Tornado
Zap Wizard Tornado Witch
Barbarians Zap Wizard Witch
Wizard Zap Barbarians Tornado Witch
Barbarians
Barbarians Tornado Zap
Barbarians Wizard Tornado Witch
Zap Barbarians Wizard Tornado Witch
Zap Wizard Tornado Witch Barbarians
Barbarians Tornado
Wizard Barbarians Witch

Counters to secondary win conditions

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

Barbarians Zap Witch
Zap Wizard
Barbarians Zap Witch
Zap Barbarians Tornado
Barbarians Witch
Wizard Zap Tornado Witch
Barbarians Witch
Barbarians
Zap Barbarians Tornado Witch
Witch Barbarians
Barbarians Witch
Zap Barbarians Tornado
Barbarians Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Zap Tornado
Zap Barbarians Wizard Witch

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.)

Zap Tornado
Barbarians
Wizard Zap
Wizard Zap Tornado Witch
Wizard Tornado Witch
Zap Wizard Tornado
Zap Wizard Tornado
Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Zap
Zap Wizard Witch
Wizard
Tornado
Zap Wizard
Zap Wizard Tornado Witch
Wizard Tornado
Tornado
Zap Barbarians
Zap Tornado Wizard Witch
Witch
Zap Wizard Tornado Witch
Zap Wizard Tornado Witch
Zap Tornado
Zap Wizard Tornado Witch
Zap Wizard Witch
Zap Wizard
Zap
Wizard
Zap Barbarians Witch
Zap Wizard Tornado Witch
Wizard
Zap Wizard
Zap Tornado
Zap Tornado Witch
Zap Tornado Witch
Zap Tornado Witch

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