My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Inferno Dragon Ram Rider

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.

Witch Prince Electro Wizard Inferno Dragon Ram Rider Sparky

Offensive cards

Win conditions

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

Royal Hogs Ram Rider

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 Hogs Prince 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.

Royal Hogs Prince 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.

Royal Hogs 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
Royal Hogs Skeleton Army Prince Inferno Dragon Ram Rider Sparky
Giant Snowball
Royal Hogs Skeleton Army Witch Inferno Dragon Ram Rider
Zap
Royal Hogs Skeleton Army Witch Prince Inferno Dragon Ram Rider Sparky
Barbarian Barrel
Royal Hogs Skeleton Army Witch Electro Wizard Sparky
The Log
Royal Hogs Skeleton Army Witch Prince Ram Rider Sparky
Earthquake
Royal Hogs Skeleton Army Witch
Arrows
Royal Hogs Skeleton Army Witch
Royal Delivery
Royal Hogs Skeleton Army Witch Prince Electro Wizard Inferno Dragon Ram Rider Sparky
Fireball
Royal Hogs Skeleton Army Witch Electro Wizard Inferno Dragon Ram Rider Sparky
Poison
Royal Hogs Skeleton Army Witch Electro Wizard Sparky
Lightning
Witch Prince Electro Wizard Inferno Dragon Ram Rider Sparky
Rocket
Royal Hogs Witch Prince Inferno Dragon Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Prince Inferno Dragon Sparky

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.

Skeleton Army

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.

Skeleton Army Electro Wizard Inferno Dragon Royal Hogs Witch Prince Ram Rider Sparky

Shortest cycle

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

16 Skeleton Army Electro Wizard Inferno Dragon Royal Hogs

Attack Synergies 0 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.

Royal Hogs
Electro Wizard
Skeleton Army
Sparky
Witch
Prince Ram Rider
Prince
Witch Electro Wizard Ram Rider
Electro Wizard
Royal Hogs Prince Ram Rider Sparky
Inferno Dragon
Ram Rider
Witch Prince Electro Wizard
Sparky
Skeleton Army Electro Wizard

Defense Synergies 0 9

Royal Hogs
Skeleton Army
Prince Electro Wizard Inferno Dragon Sparky
Witch
Prince Electro Wizard
Prince
Skeleton Army Witch Electro Wizard
Electro Wizard
Skeleton Army Witch Prince Inferno Dragon Ram Rider
Inferno Dragon
Skeleton Army Electro Wizard
Ram Rider
Electro Wizard
Sparky
Skeleton Army

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.

Electro Wizard Ram Rider Sparky
Skeleton Army Inferno Dragon Sparky Witch Prince Electro Wizard Ram Rider
Skeleton Army Witch Prince Ram Rider Sparky Electro Wizard Inferno Dragon
Skeleton Army Witch Prince Inferno Dragon Sparky Electro Wizard Ram Rider
Skeleton Army Prince Sparky
Skeleton Army Electro Wizard
Electro Wizard Inferno Dragon Ram Rider Witch
Electro Wizard Ram Rider Sparky
Witch Inferno Dragon Sparky Skeleton Army Prince
Skeleton Army Prince Electro Wizard Sparky
Skeleton Army Witch Electro Wizard Ram Rider
Inferno Dragon Witch Electro Wizard Ram Rider
Skeleton Army Prince Sparky Witch Electro Wizard Ram Rider
Skeleton Army Sparky Witch Prince Electro Wizard
Skeleton Army Inferno Dragon Sparky Prince Electro Wizard Ram Rider
Skeleton Army Prince Electro Wizard Inferno Dragon Ram Rider Sparky
Sparky Skeleton Army Witch Prince Electro Wizard
Skeleton Army Witch Prince Electro Wizard Ram Rider
Witch Electro Wizard Inferno Dragon Ram Rider
Sparky Prince Electro Wizard Inferno Dragon Ram Rider
Skeleton Army Witch Prince Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Witch Prince Electro Wizard Sparky
Electro Wizard Prince Inferno Dragon
Skeleton Army Witch Prince Electro Wizard Ram Rider Sparky
Skeleton Army Prince Electro Wizard Ram Rider Sparky
Skeleton Army Witch Prince Inferno Dragon Ram Rider Sparky
Witch Electro Wizard Ram Rider
Skeleton Army Prince Sparky Witch Electro Wizard Ram Rider
Skeleton Army Prince Inferno Dragon Sparky
Electro Wizard Skeleton Army Witch Prince Inferno Dragon Sparky
Witch Skeleton Army Inferno Dragon Sparky
Inferno Dragon Witch Prince Sparky
Skeleton Army Prince Electro Wizard
Skeleton Army Prince Witch Ram Rider Sparky
Skeleton Army Witch Sparky
Skeleton Army Witch Electro Wizard Sparky Prince Inferno Dragon
Witch Electro Wizard Inferno Dragon Sparky
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.)

Sparky
Electro Wizard Ram Rider
Sparky
Prince Sparky
Sparky
Witch Ram Rider
Witch Sparky
Ram Rider
Ram Rider
Prince Electro Wizard Sparky
Prince Electro Wizard Ram Rider Sparky
Sparky
Prince Sparky
Witch Sparky
Sparky
Sparky
Sparky
Prince Electro Wizard Sparky
Witch
Prince Sparky
Prince Sparky
Witch Sparky
Witch Inferno Dragon
Witch Electro Wizard Ram Rider Sparky
Witch Prince Ram Rider Sparky
Sparky
Witch Electro Wizard Sparky
Electro Wizard Witch
Sparky
Sparky
Electro Wizard Sparky
Prince Sparky
Sparky
Electro Wizard Skeleton Army Witch Prince
Witch Electro Wizard Ram Rider
Prince Electro Wizard Sparky
Sparky
Prince Sparky
Witch Electro Wizard Sparky
Witch Electro Wizard
Witch Prince Electro Wizard Sparky
Prince Inferno Dragon Sparky
Sparky

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