My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Elixir Golem Fisherman

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Wizard Electro Wizard 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 Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows

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.

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.

Golem 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
Minions Guards Night Witch
Giant Snowball
Minions Guards Night Witch
Zap
Minions Guards Night Witch
Barbarian Barrel
Wizard Guards Electro Wizard Night Witch
The Log
Guards
Earthquake
Guards
Arrows
Minions Guards Night Witch
Royal Delivery
Minions Wizard Guards Electro Wizard Night Witch
Fireball
Minions Wizard Electro Wizard Night Witch
Poison
Minions Wizard Guards Electro Wizard Night Witch
Lightning
Wizard Electro Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Guards Golem Night Witch

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.

Minions Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Guards Electro Wizard Night Witch Wizard Golem

Shortest cycle

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

11 Zap Arrows Minions Guards

Attack Synergies 4 8

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
Arrows Electro Wizard Minions Guards Golem Night Witch
Arrows
Zap Golem Night Witch
Minions
Zap Golem
Wizard
Golem
Guards
Zap
Golem
Arrows Night Witch Zap Minions Wizard Electro Wizard
Electro Wizard
Zap Golem
Night Witch
Golem Zap Arrows

Defense Synergies 1 9

Zap
Electro Wizard Arrows Minions Guards Night Witch
Arrows
Zap
Minions
Zap Electro Wizard
Wizard
Guards Electro Wizard
Guards
Zap Wizard Electro Wizard
Golem
Electro Wizard
Zap Minions Wizard Guards Night Witch
Night Witch
Zap 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.

Zap Minions Wizard Electro Wizard
Zap Minions Electro Wizard Night Witch
Minions Electro Wizard Night Witch
Night Witch Minions Guards Electro Wizard
Arrows
Arrows Zap Minions Guards Electro Wizard Night Witch
Minions Electro Wizard Zap Arrows Wizard Night Witch
Zap Arrows Electro Wizard
Minions Night Witch
Guards Electro Wizard Night Witch
Minions Guards Electro Wizard Zap Arrows Wizard Night Witch
Arrows Minions Zap Wizard Electro Wizard Night Witch
Night Witch Zap Minions Wizard Guards Electro Wizard
Wizard Zap Arrows Minions Guards Electro Wizard Night Witch
Electro Wizard
Zap Electro Wizard
Wizard Arrows Minions Electro Wizard Night Witch
Arrows Zap Minions Wizard Guards Electro Wizard Night Witch
Zap Arrows Wizard Minions Guards Electro Wizard
Electro Wizard
Wizard Arrows Minions Guards Electro Wizard Night Witch

Counters to secondary win conditions

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

Guards Zap Electro Wizard
Electro Wizard Zap Arrows Wizard
Guards Zap Minions Electro Wizard
Guards Zap Electro Wizard Night Witch
Guards Night Witch
Arrows Wizard Zap Minions Electro Wizard
Guards Minions Electro Wizard Night Witch
Zap Electro Wizard Minions
Guards
Minions Guards
Zap Arrows Guards Electro Wizard
Wizard Guards Night Witch
Wizard
Guards Electro Wizard Zap Minions Night Witch
Arrows Minions Zap Wizard 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 Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards
Wizard Zap Arrows
Arrows Wizard Zap Minions
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minions Guards Electro Wizard Night Witch
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Minions
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Minions Night Witch
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Minions Night Witch
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Electro Wizard Night Witch
Zap Electro Wizard Minions Wizard Guards
Night Witch
Zap Arrows Wizard Night Witch
Zap Arrows Electro Wizard
Arrows Wizard
Zap Electro Wizard Minions Guards Night Witch
Zap Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
Zap Minions Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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