My Best Clash Royale Deck

Deck Check Rating

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

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.

Inferno Tower Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Dark Prince Witch Mega Knight

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 Dark Prince Mega Knight

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.

Hog Rider Dark Prince 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.

Hog Rider Dark Prince

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 Skeleton Army Dark Prince
Giant Snowball
Hog Rider Skeleton Army Witch
Zap
Inferno Tower Skeleton Army Dark Prince Witch
Barbarian Barrel
Inferno Tower Wizard Skeleton Army Dark Prince Witch
The Log
Hog Rider Skeleton Army Dark Prince Witch
Earthquake
Hog Rider Inferno Tower Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Dark Prince Witch
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army Witch
Poison
Inferno Tower Wizard Skeleton Army Witch
Lightning
Inferno Tower Wizard Dark Prince Witch
Rocket
Hog Rider Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince Mega Knight

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.

Inferno Tower Skeleton Army Dark Prince Mega Knight

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Hog Rider Dark Prince Inferno Tower Wizard Witch Mega Knight

Shortest cycle

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

13 Zap Skeleton Army Hog Rider Dark Prince

Attack Synergies 1 11

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 Dark Prince Witch Mega Knight
Hog Rider
Zap Wizard Dark Prince Witch Mega Knight
Inferno Tower
Wizard
Hog Rider Dark Prince Mega Knight
Skeleton Army
Dark Prince
Zap Hog Rider Wizard Witch
Witch
Zap Hog Rider Dark Prince Mega Knight
Mega Knight
Zap Hog Rider Wizard Witch

Defense Synergies 2 11

Zap
Mega Knight Inferno Tower Skeleton Army Dark Prince Witch
Hog Rider
Inferno Tower
Skeleton Army Zap Dark Prince Mega Knight
Wizard
Skeleton Army Dark Prince Mega Knight
Skeleton Army
Inferno Tower Zap Wizard
Dark Prince
Zap Inferno Tower Wizard Witch
Witch
Zap Dark Prince Mega Knight
Mega Knight
Zap Inferno Tower 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.

Zap Inferno Tower Wizard
Inferno Tower Skeleton Army Zap Dark Prince Witch Mega Knight
Inferno Tower Skeleton Army Witch Mega Knight Dark Prince
Inferno Tower Skeleton Army Witch Dark Prince Mega Knight
Skeleton Army Dark Prince Mega Knight
Skeleton Army Zap Dark Prince Mega Knight
Inferno Tower Zap Wizard Witch
Zap Inferno Tower Mega Knight
Inferno Tower Witch Skeleton Army
Skeleton Army Inferno Tower Dark Prince Mega Knight
Skeleton Army Witch Zap Wizard Dark Prince Mega Knight
Inferno Tower Zap Wizard Witch
Inferno Tower Skeleton Army Mega Knight Zap Wizard Dark Prince Witch
Wizard Skeleton Army Mega Knight Zap Dark Prince Witch
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Zap Mega Knight
Wizard Mega Knight Inferno Tower Skeleton Army Dark Prince Witch
Mega Knight Zap Wizard Skeleton Army Dark Prince Witch
Zap Wizard Witch Dark Prince Mega Knight
Inferno Tower
Wizard Skeleton Army Dark Prince Mega Knight Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower Dark Prince Witch
Zap Wizard Mega Knight
Skeleton Army Mega Knight Zap Inferno Tower Dark Prince Witch
Skeleton Army Dark Prince Mega Knight Zap Inferno Tower
Inferno Tower Skeleton Army Dark Prince Witch Mega Knight
Wizard Zap Witch
Skeleton Army Dark Prince Inferno Tower Witch
Inferno Tower Mega Knight Skeleton Army Dark Prince
Zap Mega Knight Inferno Tower Skeleton Army Dark Prince Witch
Inferno Tower Witch Skeleton Army
Mega Knight Inferno Tower Dark Prince Witch
Skeleton Army Mega Knight Zap Dark Prince
Skeleton Army Dark Prince Mega Knight Inferno Tower Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Inferno Tower Skeleton Army Witch Zap Dark Prince
Mega Knight Zap Inferno Tower Wizard Dark Prince 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
Dark Prince
Wizard Zap Dark Prince Mega Knight
Wizard Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Zap Wizard Dark Prince
Zap Wizard
Zap
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard Dark Prince Mega Knight
Zap Wizard Witch Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Dark Prince Witch Mega Knight
Witch
Zap Wizard Witch
Zap Wizard Witch Mega Knight
Zap
Zap Wizard Witch
Zap Wizard Witch
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Skeleton Army Dark Prince Witch
Zap Wizard Witch
Wizard Dark Prince Mega Knight
Zap Wizard
Zap
Dark Prince Mega Knight
Zap Witch
Zap Witch
Zap Dark Prince Witch Mega Knight

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