My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 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 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.

Battle Ram Wizard Witch Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Miner

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.

Battle Ram Miner Bandit Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

Battle Ram Bandit Mega Knight

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.

Miner 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
Battle Ram Miner Bandit
Giant Snowball
Battle Ram Witch Miner
Zap
Battle Ram Witch Bandit
Barbarian Barrel
Battle Ram Wizard Witch Bandit Electro Wizard
The Log
Battle Ram Witch Bandit
Earthquake
Witch
Arrows
Witch
Royal Delivery
Battle Ram Wizard Witch Miner Bandit Electro Wizard
Fireball
Battle Ram Wizard Witch Bandit Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Battle Ram Wizard Witch Bandit Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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 Battle Ram Miner Mega Knight

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 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.

Arrows Miner Bandit Battle Ram Electro Wizard Wizard Witch Mega Knight

Shortest cycle

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

13 Arrows Miner Bandit Battle Ram

Attack Synergies 1 18

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
Battle Ram Miner Bandit Mega Knight
Battle Ram
Bandit Arrows Witch Electro Wizard
Wizard
Miner Bandit Mega Knight
Witch
Battle Ram Miner Bandit Mega Knight
Miner
Arrows Wizard Witch Bandit Electro Wizard Mega Knight
Bandit
Battle Ram Arrows Wizard Witch Miner Electro Wizard Mega Knight
Electro Wizard
Battle Ram Miner Bandit Mega Knight
Mega Knight
Arrows Wizard Witch Miner Bandit Electro Wizard

Defense Synergies 1 11

Arrows
Mega Knight Bandit
Battle Ram
Wizard
Bandit Electro Wizard Mega Knight
Witch
Bandit Electro Wizard Mega Knight
Miner
Mega Knight
Bandit
Arrows Wizard Witch Electro Wizard Mega Knight
Electro Wizard
Wizard Witch Bandit Mega Knight
Mega Knight
Arrows Wizard Witch Miner Bandit Electro Wizard

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 Electro Wizard
Witch Bandit Electro Wizard Mega Knight
Witch Mega Knight Bandit Electro Wizard
Witch Bandit Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bandit Electro Wizard Mega Knight
Electro Wizard Arrows Wizard Witch
Arrows Bandit Electro Wizard Mega Knight
Witch
Miner Bandit Electro Wizard Mega Knight
Witch Electro Wizard Arrows Wizard Bandit Mega Knight
Arrows Wizard Witch Electro Wizard
Mega Knight Wizard Witch Bandit Electro Wizard
Wizard Mega Knight Arrows Witch Electro Wizard
Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Mega Knight
Wizard Mega Knight Arrows Witch Electro Wizard
Arrows Mega Knight Wizard Witch Bandit Electro Wizard
Arrows Wizard Witch Bandit Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Arrows Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Bandit Electro Wizard
Bandit Electro Wizard Arrows Wizard Miner Mega Knight
Bandit Mega Knight Witch Electro Wizard
Mega Knight Bandit Electro Wizard
Witch Bandit Mega Knight
Arrows Wizard Witch Electro Wizard
Witch Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Witch Bandit
Witch
Mega Knight Witch
Mega Knight Arrows Electro Wizard
Mega Knight Wizard Witch Bandit
Wizard Witch Mega Knight
Witch Electro Wizard
Arrows Mega Knight Wizard 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 Bandit
Arrows Miner Bandit Electro Wizard
Arrows Miner Bandit
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Miner Wizard Bandit
Electro Wizard
Miner Arrows Wizard Bandit Electro Wizard
Arrows Wizard
Miner Bandit
Arrows Bandit
Arrows
Arrows Wizard Witch Bandit
Arrows Wizard Bandit Mega Knight
Arrows
Arrows Wizard Bandit Electro Wizard Mega Knight
Arrows Wizard Witch Miner Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Miner Wizard Witch Bandit Electro Wizard
Arrows Wizard Witch Miner Bandit Mega Knight
Miner Arrows Bandit
Arrows Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Arrows Wizard Miner Bandit Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard
Electro Wizard Witch Bandit
Arrows Wizard Witch Electro Wizard
Arrows
Miner Wizard Electro Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Witch Electro Wizard
Witch Electro Wizard
Witch Miner Bandit Electro Wizard Mega Knight

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