My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Tesla Wizard Witch Electro Wizard

Defensive buildings

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

Cannon Tesla

Investments

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

Knight Tesla Wizard Witch Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Goblin Barrel 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
Goblin Barrel Guards
Giant Snowball
Cannon Goblin Barrel Guards Witch
Zap
Cannon Goblin Barrel Guards Witch
Barbarian Barrel
Knight Cannon Tesla Wizard Goblin Barrel Guards Witch Electro Wizard
The Log
Cannon Goblin Barrel Guards Witch
Earthquake
Cannon Tesla Goblin Barrel Guards Witch
Arrows
Goblin Barrel Guards Witch
Royal Delivery
Knight Wizard Goblin Barrel Guards Witch Electro Wizard
Fireball
Cannon Tesla Wizard Goblin Barrel Witch Electro Wizard
Poison
Cannon Wizard Guards Witch Electro Wizard
Lightning
Knight Cannon Tesla Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Guards

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.

Goblin Barrel

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Cannon Goblin Barrel Guards Tesla Electro Wizard Wizard Witch

Shortest cycle

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

12 Knight Cannon Goblin Barrel Guards

Attack Synergies 1 4

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.

Knight
Goblin Barrel Wizard Witch Electro Wizard
Cannon
Tesla
Wizard
Knight
Goblin Barrel
Knight Guards
Guards
Goblin Barrel
Witch
Knight
Electro Wizard
Knight

Defense Synergies 3 14

Knight
Cannon Tesla Electro Wizard Wizard Witch
Cannon
Knight Wizard Guards Witch Electro Wizard
Tesla
Knight Wizard Guards Electro Wizard
Wizard
Knight Cannon Tesla Guards Electro Wizard
Goblin Barrel
Guards
Cannon Tesla Wizard Witch Electro Wizard
Witch
Knight Cannon Guards Electro Wizard
Electro Wizard
Knight Cannon Tesla Wizard Guards 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.

Knight Cannon Tesla Wizard Electro Wizard
Knight Cannon Tesla Witch Electro Wizard
Cannon Tesla Witch Knight Electro Wizard
Cannon Tesla Witch Knight Guards Electro Wizard
Cannon Tesla Guards Electro Wizard
Tesla Electro Wizard Cannon Wizard Witch
Cannon Tesla Electro Wizard
Cannon Tesla Witch
Knight Guards Cannon Tesla Electro Wizard
Guards Witch Electro Wizard Knight Cannon Tesla Wizard
Tesla Wizard Witch Electro Wizard
Cannon Tesla Knight Wizard Guards Witch Electro Wizard
Wizard Cannon Tesla Guards Witch Electro Wizard
Knight Cannon Tesla Electro Wizard
Cannon Tesla Electro Wizard
Tesla Wizard Knight Cannon Witch Electro Wizard
Cannon Tesla Knight Wizard Guards Witch Electro Wizard
Wizard Witch Knight Cannon Tesla Guards Electro Wizard
Cannon Tesla Electro Wizard
Wizard Knight Cannon Tesla Guards Witch Electro Wizard

Counters to secondary win conditions

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

Knight Guards Tesla Witch Electro Wizard
Electro Wizard Knight Tesla Wizard
Guards Knight Witch Electro Wizard
Guards Knight Tesla Electro Wizard
Knight Cannon Tesla Guards Witch
Wizard Tesla Witch Electro Wizard
Guards Knight Tesla Witch Electro Wizard
Knight Tesla
Electro Wizard Knight Witch
Witch Cannon Tesla Guards
Knight Tesla Guards Witch
Guards Electro Wizard
Knight Cannon Tesla Wizard Guards Witch
Wizard Cannon Tesla Witch
Tesla Guards Witch Electro Wizard Knight
Cannon Tesla Wizard Witch Electro Wizard
Cannon 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.)

Knight Guards
Electro Wizard
Knight Guards
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Guards Electro Wizard
Knight Wizard Electro Wizard
Wizard
Knight
Wizard Witch
Wizard
Wizard Electro Wizard
Wizard Witch
Wizard
Wizard Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch
Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Witch
Wizard
Electro Wizard
Wizard
Electro Wizard Guards Witch
Wizard Witch Electro Wizard
Knight Wizard Electro Wizard
Wizard
Guards Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
Wizard

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