My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Witch Electro Wizard

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.

Knight Witch Royal Ghost Bandit Fisherman Electro Wizard Mega Knight Skeleton King

Offensive cards

Win conditions

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

Missing

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.

Royal Ghost 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.

Knight Royal Ghost Bandit Mega Knight Skeleton King

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.

Royal Ghost Bandit 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
Bandit Fisherman Skeleton King
Giant Snowball
Witch Fisherman Skeleton King
Zap
Witch Bandit Fisherman Skeleton King
Barbarian Barrel
Knight Witch Royal Ghost Bandit Electro Wizard Skeleton King
The Log
Witch Bandit Fisherman Skeleton King
Earthquake
Witch Skeleton King
Arrows
Witch Skeleton King
Royal Delivery
Knight Witch Royal Ghost Bandit Fisherman Electro Wizard Skeleton King
Fireball
Witch Bandit Fisherman Electro Wizard Skeleton King
Poison
Witch Fisherman Electro Wizard Skeleton King
Lightning
Knight Witch Bandit Fisherman Electro Wizard Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Mega Knight Skeleton King

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 Royal Ghost 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.

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.

Knight Royal Ghost Bandit Fisherman Electro Wizard Skeleton King Witch Mega Knight

Shortest cycle

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

12 Knight Royal Ghost Bandit Fisherman

Attack Synergies 0 14

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
Witch Electro Wizard
Witch
Knight Royal Ghost Bandit Mega Knight Skeleton King
Royal Ghost
Witch Bandit Fisherman Electro Wizard Mega Knight
Bandit
Witch Royal Ghost Electro Wizard Mega Knight
Fisherman
Royal Ghost Mega Knight
Electro Wizard
Knight Royal Ghost Bandit Mega Knight
Mega Knight
Witch Royal Ghost Bandit Fisherman Electro Wizard
Skeleton King
Witch

Defense Synergies 1 15

Knight
Electro Wizard Witch Fisherman
Witch
Knight Royal Ghost Bandit Fisherman Electro Wizard Mega Knight
Royal Ghost
Witch Electro Wizard Mega Knight
Bandit
Witch Fisherman Electro Wizard Mega Knight
Fisherman
Knight Witch Bandit Mega Knight Skeleton King
Electro Wizard
Knight Witch Royal Ghost Bandit Mega Knight
Mega Knight
Witch Royal Ghost Bandit Fisherman Electro Wizard
Skeleton King
Fisherman

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 Electro Wizard
Knight Witch Bandit Fisherman Electro Wizard Mega Knight
Witch Fisherman Mega Knight Knight Bandit Electro Wizard
Witch Knight Bandit Fisherman Electro Wizard Mega Knight Skeleton King
Mega Knight
Royal Ghost Bandit Electro Wizard Mega Knight
Electro Wizard Witch
Bandit Electro Wizard Mega Knight
Witch Fisherman Skeleton King
Knight Royal Ghost Bandit Fisherman Electro Wizard Mega Knight
Witch Electro Wizard Knight Royal Ghost Bandit Fisherman Mega Knight Skeleton King
Witch Electro Wizard
Mega Knight Knight Witch Bandit Electro Wizard
Mega Knight Witch Royal Ghost Electro Wizard Skeleton King
Knight Bandit Electro Wizard Mega Knight Skeleton King
Bandit Fisherman Electro Wizard Mega Knight
Mega Knight Knight Witch Fisherman Electro Wizard
Mega Knight Knight Witch Royal Ghost Bandit Fisherman Electro Wizard
Witch Knight Royal Ghost Bandit Fisherman Electro Wizard Mega Knight
Fisherman Electro Wizard
Royal Ghost Mega Knight Knight Witch Bandit Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Witch Royal Ghost Bandit Fisherman Electro Wizard
Bandit Electro Wizard Knight Royal Ghost Fisherman Mega Knight
Bandit Mega Knight Knight Witch Fisherman Electro Wizard
Mega Knight Knight Bandit Fisherman Electro Wizard
Knight Witch Bandit Fisherman Mega Knight
Witch Electro Wizard
Knight Witch Bandit Electro Wizard
Mega Knight Knight Fisherman
Electro Wizard Mega Knight Knight Witch Bandit
Witch
Mega Knight Knight Witch
Mega Knight Electro Wizard
Mega Knight Knight Witch Bandit Skeleton King
Witch Mega Knight
Witch Electro Wizard Knight Fisherman Skeleton King
Mega Knight Witch Royal Ghost Electro Wizard Skeleton King
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 Royal Ghost Bandit
Royal Ghost Bandit Fisherman Electro Wizard
Bandit
Knight
Mega Knight
Witch
Witch
Bandit Fisherman
Fisherman Electro Wizard
Knight Bandit Fisherman Electro Wizard
Knight Bandit Fisherman
Bandit Fisherman
Fisherman
Witch Bandit
Bandit Mega Knight
Fisherman
Bandit Fisherman Electro Wizard Mega Knight
Witch Mega Knight
Mega Knight
Fisherman
Witch Mega Knight
Witch Fisherman
Witch Royal Ghost Bandit Fisherman Electro Wizard
Witch Bandit Fisherman Mega Knight
Bandit Fisherman
Witch Electro Wizard
Electro Wizard Witch
Bandit Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Witch Bandit
Witch Electro Wizard
Knight Electro Wizard Mega Knight
Skeleton King
Mega Knight
Witch Electro Wizard Skeleton King
Witch Electro Wizard
Witch Royal Ghost Bandit Electro Wizard Mega Knight
Mega Knight

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