My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Hunter Electro Wizard Inferno Dragon Magic Archer 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.

Battle Ram Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Night Witch Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

Punishments

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

Battle Ram Bandit 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.

Battle Ram Bandit Magic Archer 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.

Bandit Electro Wizard Magic Archer

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 Bandit Inferno Dragon Night Witch
Giant Snowball
Battle Ram Inferno Dragon Night Witch
Zap
Battle Ram Bandit Inferno Dragon Night Witch
Barbarian Barrel
Battle Ram Hunter Bandit Electro Wizard Magic Archer Night Witch
The Log
Battle Ram Hunter Bandit
Earthquake
Arrows
Night Witch
Royal Delivery
Battle Ram Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Night Witch
Fireball
Battle Ram Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Night Witch
Poison
Hunter Electro Wizard Magic Archer Night Witch
Lightning
Battle Ram Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Night Witch
Rocket
Hunter Inferno Dragon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Magic Archer 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.

Battle Ram Inferno Dragon Night Witch 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.

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.

Bandit Battle Ram Hunter Electro Wizard Inferno Dragon Magic Archer Night Witch Mega Knight

Shortest cycle

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

15 Bandit Battle Ram Hunter Electro Wizard

Attack Synergies 3 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.

Battle Ram
Bandit Magic Archer Hunter Electro Wizard
Hunter
Battle Ram Bandit Mega Knight
Bandit
Battle Ram Hunter Electro Wizard Magic Archer Mega Knight
Electro Wizard
Battle Ram Bandit Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Battle Ram Bandit Electro Wizard Mega Knight
Night Witch
Mega Knight
Mega Knight
Inferno Dragon Hunter Bandit Electro Wizard Magic Archer Night Witch

Defense Synergies 0 14

Battle Ram
Hunter
Bandit Electro Wizard Mega Knight
Bandit
Hunter Electro Wizard Magic Archer Mega Knight
Electro Wizard
Hunter Bandit Inferno Dragon Magic Archer Night Witch Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Magic Archer
Bandit Electro Wizard Night Witch Mega Knight
Night Witch
Electro Wizard Magic Archer Mega Knight
Mega Knight
Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Night 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.

Electro Wizard Magic Archer
Hunter Inferno Dragon Bandit Electro Wizard Night Witch Mega Knight
Hunter Mega Knight Bandit Electro Wizard Inferno Dragon Night Witch
Hunter Inferno Dragon Night Witch Bandit Electro Wizard Mega Knight
Mega Knight
Hunter Bandit Electro Wizard Magic Archer Night Witch Mega Knight
Hunter Electro Wizard Inferno Dragon Magic Archer Night Witch
Bandit Electro Wizard Magic Archer Mega Knight
Hunter Inferno Dragon Night Witch
Hunter Bandit Electro Wizard Night Witch Mega Knight
Electro Wizard Hunter Bandit Magic Archer Night Witch Mega Knight
Hunter Inferno Dragon Electro Wizard Magic Archer Night Witch
Hunter Night Witch Mega Knight Bandit Electro Wizard
Mega Knight Hunter Electro Wizard Magic Archer Night Witch
Inferno Dragon Hunter Bandit Electro Wizard Mega Knight
Hunter Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Hunter Electro Wizard Night Witch
Mega Knight Hunter Bandit Electro Wizard Magic Archer Night Witch
Hunter Bandit Electro Wizard Inferno Dragon Magic Archer Mega Knight
Hunter Electro Wizard Inferno Dragon
Mega Knight Hunter Bandit Electro Wizard Night Witch

Counters to secondary win conditions

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

Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Hunter Inferno Dragon Magic Archer Mega Knight
Bandit Mega Knight Hunter Electro Wizard
Hunter Mega Knight Bandit Electro Wizard Night Witch
Hunter Bandit Inferno Dragon Night Witch Mega Knight
Hunter Electro Wizard Magic Archer
Hunter Bandit Electro Wizard Night Witch
Mega Knight Hunter Inferno Dragon
Electro Wizard Mega Knight Bandit Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight Hunter
Mega Knight Electro Wizard
Mega Knight Hunter Bandit Night Witch
Magic Archer Mega Knight
Electro Wizard Hunter Inferno Dragon Magic Archer Night Witch
Mega Knight Hunter Electro Wizard Inferno Dragon Magic Archer

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.)

Magic Archer Bandit
Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Magic Archer Mega Knight
Hunter Magic Archer
Magic Archer
Hunter Magic Archer
Bandit
Electro Wizard Night Witch
Bandit Electro Wizard Magic Archer
Magic Archer
Hunter Bandit Magic Archer
Bandit Magic Archer
Magic Archer
Hunter Bandit Magic Archer
Magic Archer Bandit Mega Knight
Night Witch
Hunter Bandit Electro Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Night Witch Mega Knight
Hunter Magic Archer Mega Knight
Inferno Dragon
Hunter Bandit Electro Wizard Magic Archer
Bandit Magic Archer Mega Knight
Bandit Magic Archer
Hunter Electro Wizard Magic Archer Night Witch
Electro Wizard
Night Witch
Hunter Bandit Magic Archer Night Witch Mega Knight
Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Bandit Magic Archer Night Witch
Hunter Electro Wizard Magic Archer
Hunter Electro Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Bandit Electro Wizard Magic Archer Mega Knight

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