My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Miner Ice Wizard Fisherman Magic Archer Graveyard Lava Hound

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 Electro Wizard Ram Rider

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 Witch Giant Skeleton Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram 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.

Ram Rider

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.

Giant Skeleton Ram Rider

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.

Giant Skeleton Electro Wizard Ram Rider

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
Guards Giant Skeleton Ram Rider
Giant Snowball
Guards Witch Ram Rider
Zap
Inferno Tower Guards Witch Ram Rider
Barbarian Barrel
Inferno Tower Wizard Guards Witch Giant Skeleton Electro Wizard
The Log
Guards Witch Giant Skeleton Ram Rider
Earthquake
Inferno Tower Guards Witch
Arrows
Guards Witch
Royal Delivery
Wizard Guards Witch Giant Skeleton Electro Wizard Ram Rider
Fireball
Inferno Tower Wizard Witch Electro Wizard Ram Rider
Poison
Inferno Tower Wizard Guards Witch Electro Wizard
Lightning
Inferno Tower Wizard Witch Electro Wizard Ram Rider
Rocket
Inferno Tower Wizard Witch Ram Rider

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

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.

Inferno Tower Guards Giant Skeleton

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 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.

Zap Guards Electro Wizard Inferno Tower Wizard Witch Ram Rider Giant Skeleton

Shortest cycle

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

14 Zap Guards Electro Wizard Inferno Tower

Attack Synergies 2 10

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
Electro Wizard Ram Rider Guards Witch Giant Skeleton
Inferno Tower
Wizard
Giant Skeleton Ram Rider
Guards
Zap Ram Rider
Witch
Zap Giant Skeleton Ram Rider
Giant Skeleton
Zap Wizard Witch Electro Wizard
Electro Wizard
Zap Giant Skeleton Ram Rider
Ram Rider
Zap Wizard Guards Witch Electro Wizard

Defense Synergies 3 15

Zap
Electro Wizard Inferno Tower Guards Witch Giant Skeleton Ram Rider
Inferno Tower
Guards Electro Wizard Zap
Wizard
Guards Giant Skeleton Electro Wizard
Guards
Inferno Tower Zap Wizard Witch Giant Skeleton Electro Wizard
Witch
Zap Guards Giant Skeleton Electro Wizard
Giant Skeleton
Zap Wizard Guards Witch Electro Wizard
Electro Wizard
Zap Inferno Tower Wizard Guards Witch Giant Skeleton Ram Rider
Ram Rider
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 Inferno Tower Wizard Electro Wizard Ram Rider
Inferno Tower Zap Witch Electro Wizard Ram Rider
Inferno Tower Witch Ram Rider Giant Skeleton Electro Wizard
Inferno Tower Witch Guards Electro Wizard Ram Rider
Giant Skeleton
Zap Guards Electro Wizard
Inferno Tower Electro Wizard Ram Rider Zap Wizard Witch
Zap Inferno Tower Giant Skeleton Electro Wizard Ram Rider
Inferno Tower Witch
Guards Inferno Tower Giant Skeleton Electro Wizard
Guards Witch Electro Wizard Zap Wizard Giant Skeleton Ram Rider
Inferno Tower Zap Wizard Witch Electro Wizard Ram Rider
Inferno Tower Zap Wizard Guards Witch Giant Skeleton Electro Wizard Ram Rider
Wizard Zap Guards Witch Electro Wizard
Inferno Tower Electro Wizard Ram Rider
Inferno Tower Zap Electro Wizard Ram Rider
Wizard Inferno Tower Witch Electro Wizard
Zap Wizard Guards Witch Electro Wizard Ram Rider
Zap Wizard Witch Guards Giant Skeleton Electro Wizard Ram Rider
Inferno Tower Electro Wizard Ram Rider
Wizard Guards Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Guards Zap Inferno Tower Witch Giant Skeleton Electro Wizard
Electro Wizard Zap Wizard
Guards Giant Skeleton Zap Inferno Tower Witch Electro Wizard Ram Rider
Guards Giant Skeleton Zap Inferno Tower Electro Wizard Ram Rider
Inferno Tower Giant Skeleton Guards Witch Ram Rider
Wizard Zap Witch Electro Wizard Ram Rider
Guards Inferno Tower Witch Giant Skeleton Electro Wizard Ram Rider
Inferno Tower Giant Skeleton
Zap Giant Skeleton Electro Wizard Inferno Tower Witch
Inferno Tower Witch Guards
Inferno Tower Guards Witch Giant Skeleton
Zap Guards Giant Skeleton Electro Wizard
Giant Skeleton Inferno Tower Wizard Guards Witch Ram Rider
Wizard Witch
Inferno Tower Guards Witch Electro Wizard Zap Giant Skeleton
Zap Inferno Tower Wizard Witch Giant Skeleton 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.)

Guards Giant Skeleton
Zap Electro Wizard Ram Rider
Giant Skeleton
Guards Giant Skeleton
Wizard Zap
Wizard Zap Witch Ram Rider
Wizard Witch
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Guards Electro Wizard
Zap Wizard Electro Wizard Ram Rider
Zap Wizard
Zap
Zap Wizard Witch
Wizard
Zap Wizard Electro Wizard
Zap Wizard Witch
Giant Skeleton
Wizard
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch Electro Wizard Ram Rider
Zap Wizard Witch Ram Rider
Zap
Zap Wizard Witch Electro Wizard
Zap Electro Wizard Wizard Guards Witch
Zap Wizard
Zap Electro Wizard
Giant Skeleton
Wizard
Zap Electro Wizard Guards Witch
Zap Wizard Witch Electro Wizard Ram Rider
Wizard Electro Wizard
Zap Wizard
Zap Giant Skeleton
Zap Guards Witch Giant Skeleton Electro Wizard
Zap Witch Electro Wizard
Zap Witch Giant Skeleton Electro Wizard

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