My Best Clash Royale Deck

Deck Check Rating

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

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.

Baby Dragon Witch Ice Wizard Inferno Dragon

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 Baby Dragon Witch Ice Wizard Royal Ghost Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider 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 Hog Rider Baby Dragon 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.

Hog Rider Royal Ghost

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 Inferno Dragon
Giant Snowball
Hog Rider Baby Dragon Witch Inferno Dragon
Zap
Witch Inferno Dragon
Barbarian Barrel
Knight Witch Ice Wizard Royal Ghost
The Log
Hog Rider Witch
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Hog Rider Baby Dragon Witch Ice Wizard Royal Ghost Inferno Dragon
Fireball
Hog Rider Baby Dragon Witch Ice Wizard Inferno Dragon
Poison
Witch Ice Wizard
Lightning
Knight Baby Dragon Witch Ice Wizard Inferno Dragon
Rocket
Hog Rider Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Ice Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Knight Baby Dragon Ice Wizard Royal Ghost Inferno Dragon

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.

Witch Ice 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.

Zap Knight Ice Wizard Royal Ghost Hog Rider Baby Dragon Inferno Dragon Witch

Shortest cycle

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

11 Zap Knight Ice Wizard Royal Ghost

Attack Synergies 3 13

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
Hog Rider Knight Baby Dragon Witch Ice Wizard Royal Ghost
Knight
Hog Rider Baby Dragon Zap Witch Ice Wizard
Hog Rider
Zap Knight Baby Dragon Witch
Baby Dragon
Knight Zap Hog Rider Witch Ice Wizard Inferno Dragon
Witch
Zap Knight Hog Rider Baby Dragon Royal Ghost
Ice Wizard
Zap Knight Baby Dragon
Royal Ghost
Zap Witch
Inferno Dragon
Baby Dragon

Defense Synergies 2 13

Zap
Knight Baby Dragon Witch Ice Wizard Royal Ghost Inferno Dragon
Knight
Ice Wizard Zap Baby Dragon Witch
Hog Rider
Baby Dragon
Ice Wizard Zap Knight Witch Inferno Dragon
Witch
Zap Knight Baby Dragon Ice Wizard Royal Ghost
Ice Wizard
Knight Baby Dragon Zap Witch Inferno Dragon
Royal Ghost
Zap Witch
Inferno Dragon
Zap Baby Dragon Ice 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.

Zap Knight Baby Dragon
Inferno Dragon Zap Knight Witch Ice Wizard
Witch Knight Ice Wizard Inferno Dragon
Witch Inferno Dragon Knight Ice Wizard
Zap Baby Dragon Ice Wizard Royal Ghost
Inferno Dragon Zap Baby Dragon Witch Ice Wizard
Zap Baby Dragon
Witch Inferno Dragon Ice Wizard
Knight Ice Wizard Royal Ghost
Witch Ice Wizard Zap Knight Baby Dragon Royal Ghost
Inferno Dragon Zap Baby Dragon Witch Ice Wizard
Zap Knight Witch Ice Wizard
Zap Baby Dragon Witch Royal Ghost
Inferno Dragon Knight
Zap Inferno Dragon
Knight Witch
Zap Knight Baby Dragon Witch Ice Wizard Royal Ghost
Zap Baby Dragon Witch Knight Ice Wizard Royal Ghost Inferno Dragon
Inferno Dragon
Royal Ghost Knight Baby Dragon Witch

Counters to secondary win conditions

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

Knight Zap Witch Royal Ghost
Zap Knight Baby Dragon Royal Ghost Inferno Dragon
Zap Knight Witch
Zap Knight
Knight Witch Inferno Dragon
Zap Baby Dragon Witch Ice Wizard
Knight Witch Ice Wizard
Knight Inferno Dragon
Zap Knight Baby Dragon Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Knight Witch
Zap
Knight Witch
Baby Dragon Witch
Witch Zap Knight Baby Dragon Inferno Dragon
Zap Baby Dragon Witch Ice Wizard Royal Ghost Inferno Dragon

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.)

Knight Baby Dragon Royal Ghost
Zap Baby Dragon Ice Wizard Royal Ghost
Baby Dragon
Knight
Zap Baby Dragon
Zap Baby Dragon Witch Ice Wizard
Baby Dragon Witch
Zap Baby Dragon Ice Wizard
Zap
Zap Knight
Zap Baby Dragon
Knight Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch Ice Wizard
Witch Inferno Dragon
Zap Baby Dragon Witch Ice Wizard Royal Ghost
Zap Baby Dragon Witch
Zap Baby Dragon
Zap Baby Dragon Witch Ice Wizard
Zap Witch
Zap
Zap
Zap Witch
Zap Baby Dragon Witch Ice Wizard
Knight Baby Dragon
Zap Baby Dragon
Zap
Zap Baby Dragon Witch
Zap Witch
Zap Baby Dragon Witch Royal Ghost

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