My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!
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.

Electro Wizard Night Witch

Defensive buildings

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

Bomb Tower Goblin Drill

Investments

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

Knight Royal Ghost Electro Wizard Night Witch

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Void Lightning

Punishments

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

Royal Ghost

Pump responses

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

Void Goblin Drill Lightning

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

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 Drill Royal Ghost 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 Drill Night Witch
Giant Snowball
Goblin Drill Night Witch
Zap
Goblin Drill Night Witch
Barbarian Barrel
Knight Bomb Tower Goblin Drill Royal Ghost Electro Wizard Night Witch
The Log
Goblin Drill
Earthquake
Bomb Tower Goblin Drill
Arrows
Goblin Drill Night Witch
Royal Delivery
Knight Goblin Drill Royal Ghost Electro Wizard Night Witch
Fireball
Bomb Tower Goblin Drill Electro Wizard Night Witch
Poison
Bomb Tower Goblin Drill Electro Wizard Night Witch
Lightning
Knight Bomb Tower Electro Wizard Night Witch
Rocket
Bomb Tower Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Royal Ghost

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 Goblin Drill Royal Ghost 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.

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 Void Royal Ghost Bomb Tower Goblin Drill Electro Wizard Night Witch Lightning

Shortest cycle

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

13 Knight Void Royal Ghost Bomb Tower

Attack Synergies 0 5

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 Drill Electro Wizard Night Witch
Bomb Tower
Void
Goblin Drill
Knight Royal Ghost
Lightning
Royal Ghost
Goblin Drill Electro Wizard
Electro Wizard
Knight Royal Ghost
Night Witch
Knight

Defense Synergies 2 5

Knight
Bomb Tower Electro Wizard Night Witch
Bomb Tower
Knight Electro Wizard
Void
Goblin Drill
Electro Wizard
Lightning
Royal Ghost
Electro Wizard
Electro Wizard
Knight Bomb Tower Goblin Drill Royal Ghost Night Witch
Night Witch
Knight 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.

Lightning Knight Void Electro Wizard
Bomb Tower Knight Goblin Drill Electro Wizard Night Witch
Bomb Tower Knight Void Goblin Drill Lightning Electro Wizard Night Witch
Bomb Tower Night Witch Knight Goblin Drill Electro Wizard
Lightning Bomb Tower
Bomb Tower Royal Ghost Electro Wizard Night Witch
Lightning Electro Wizard Bomb Tower Void Night Witch
Lightning Bomb Tower Void Electro Wizard
Bomb Tower Goblin Drill Night Witch
Knight Royal Ghost Electro Wizard Night Witch
Electro Wizard Knight Bomb Tower Goblin Drill Royal Ghost Night Witch
Electro Wizard Night Witch
Bomb Tower Goblin Drill Night Witch Knight Lightning Electro Wizard
Bomb Tower Goblin Drill Royal Ghost Electro Wizard Night Witch
Knight Bomb Tower Goblin Drill Electro Wizard
Bomb Tower Goblin Drill Lightning Electro Wizard
Bomb Tower Knight Goblin Drill Electro Wizard Night Witch
Bomb Tower Knight Goblin Drill Royal Ghost Electro Wizard Night Witch
Bomb Tower Goblin Drill Knight Royal Ghost Electro Wizard
Bomb Tower Goblin Drill Electro Wizard
Royal Ghost Knight Bomb Tower Electro Wizard Night Witch
Bomb Tower

Counters to secondary win conditions

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

Knight Void Royal Ghost Electro Wizard
Void Electro Wizard Knight Bomb Tower Lightning Royal Ghost
Knight Bomb Tower Lightning Electro Wizard
Lightning Knight Electro Wizard Night Witch
Knight Goblin Drill Night Witch
Bomb Tower Electro Wizard
Knight Bomb Tower Void Lightning Electro Wizard Night Witch
Knight Bomb Tower
Void Lightning Electro Wizard Knight Bomb Tower
Goblin Drill
Knight Bomb Tower
Lightning Void Electro Wizard
Lightning Knight Bomb Tower Night Witch
Bomb Tower
Electro Wizard Knight Bomb Tower Goblin Drill Lightning Night Witch
Bomb Tower Royal Ghost Electro Wizard
Bomb Tower Void 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.)

Void Lightning Knight Goblin Drill Royal Ghost
Void Royal Ghost Electro Wizard
Lightning Void Goblin Drill
Lightning Knight Void
Lightning
Void Lightning
Lightning Void Electro Wizard Night Witch
Void Lightning Knight Electro Wizard
Void Lightning
Lightning Knight Void
Lightning Void
Lightning
Lightning Goblin Drill
Lightning
Lightning
Lightning Night Witch
Void Lightning Electro Wizard
Lightning Void
Lightning Void Night Witch
Lightning Void
Void Lightning
Lightning Void Goblin Drill
Void Lightning Royal Ghost Electro Wizard
Void Lightning
Void Lightning
Lightning Void Electro Wizard Night Witch
Lightning Electro Wizard Void
Lightning Void Night Witch
Void Lightning Night Witch
Void Lightning Electro Wizard
Lightning
Lightning Electro Wizard Void Night Witch
Lightning Electro Wizard
Void Lightning Knight Electro Wizard
Lightning
Void Lightning
Lightning Electro Wizard
Void Lightning Electro Wizard
Void Lightning Royal Ghost Electro Wizard
Lightning Void
Void

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