My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Godly!
Versatility
Godly!
F2P score
Bad

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Witch Night 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.

Wizard Witch Golem Night Witch

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Zap Fireball Rage

Punishments

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

Hog Rider

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 Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rage Golem Night Witch

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Fireball Hog Rider Night Witch Wizard Witch Golem

Shortest cycle

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

12 Zap Rage Fireball Hog Rider

Attack Synergies 7 9

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
Fireball Hog Rider Witch Golem Night Witch
Fireball
Zap Hog Rider Golem
Hog Rider
Zap Fireball Rage Wizard Witch
Wizard
Hog Rider Rage Golem
Rage
Hog Rider Witch Wizard Night Witch
Witch
Rage Zap Hog Rider Golem
Golem
Fireball Night Witch Zap Wizard Witch
Night Witch
Golem Zap Rage

Defense Synergies 1 2

Zap
Fireball Witch Night Witch
Fireball
Zap
Hog Rider
Wizard
Rage
Witch
Zap
Golem
Night Witch
Zap

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 Fireball Wizard
Zap Witch Night Witch
Witch Night Witch
Witch Night Witch
Fireball
Fireball Zap Night Witch
Zap Fireball Wizard Witch Night Witch
Zap Fireball
Witch Night Witch
Night Witch
Witch Zap Fireball Wizard Night Witch
Zap Fireball Wizard Witch Night Witch
Night Witch Zap Fireball Wizard Witch
Fireball Wizard Zap Witch Night Witch
Zap Fireball
Wizard Fireball Witch Night Witch
Fireball Zap Wizard Witch Night Witch
Zap Wizard Witch Fireball
Wizard Fireball Witch Night Witch

Counters to secondary win conditions

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

Zap Fireball Witch
Fireball Zap Wizard
Zap Witch
Zap Fireball Night Witch
Witch Night Witch
Fireball Wizard Zap Witch
Fireball Witch Night Witch
Zap Fireball Witch
Witch
Witch
Zap Fireball
Fireball Wizard Witch Night Witch
Wizard Fireball Witch
Witch Zap Fireball Night Witch
Zap Fireball 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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Night Witch
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard
Fireball
Night Witch
Zap Fireball Wizard
Zap Fireball Wizard Witch
Fireball Night Witch
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Witch
Witch
Fireball Zap Wizard Witch
Fireball Zap Wizard Witch
Fireball Zap
Zap Fireball Wizard Witch Night Witch
Zap Fireball Wizard Witch
Fireball Night Witch
Zap Fireball Wizard Night Witch
Zap Fireball
Fireball Wizard
Zap Fireball Witch Night Witch
Fireball Zap Wizard Witch
Fireball
Fireball Wizard
Zap Fireball Wizard
Zap Fireball
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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