My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Cannon

Investments

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

Dark Prince Rune Giant Witch Prince Electro Wizard

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Freeze

Punishments

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

Dark Prince Prince

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.

Dark Prince Rune Giant Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Freeze

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.

Guards Dark Prince Freeze Rune Giant Prince

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.

Cannon Guards Dark Prince Freeze Rune Giant Electro Wizard Witch Prince

Shortest cycle

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

14 Cannon Guards Dark Prince Freeze

Attack Synergies 1 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.

Cannon
Guards
Dark Prince
Prince Witch Electro Wizard
Freeze
Rune Giant
Electro Wizard
Witch
Dark Prince Prince
Prince
Dark Prince Witch Electro Wizard
Electro Wizard
Dark Prince Rune Giant Prince

Defense Synergies 0 15

Cannon
Guards Dark Prince Witch Prince Electro Wizard
Guards
Cannon Witch Prince Electro Wizard
Dark Prince
Cannon Witch Prince Electro Wizard
Freeze
Electro Wizard
Rune Giant
Witch
Cannon Guards Dark Prince Prince Electro Wizard
Prince
Cannon Guards Dark Prince Witch Electro Wizard
Electro Wizard
Cannon Guards Dark Prince Freeze Witch Prince

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.

Cannon Electro Wizard
Cannon Dark Prince Witch Prince Electro Wizard
Cannon Witch Prince Dark Prince Freeze Electro Wizard
Cannon Witch Prince Guards Dark Prince Electro Wizard
Dark Prince Prince
Freeze Cannon Guards Dark Prince Electro Wizard
Electro Wizard Cannon Freeze Witch
Cannon Electro Wizard
Cannon Witch Prince
Guards Cannon Dark Prince Prince Electro Wizard
Guards Witch Electro Wizard Cannon Dark Prince Freeze
Witch Electro Wizard
Cannon Prince Guards Dark Prince Freeze Witch Electro Wizard
Cannon Guards Dark Prince Freeze Witch Prince Electro Wizard
Cannon Prince Electro Wizard
Cannon Freeze Prince Electro Wizard
Cannon Dark Prince Witch Prince Electro Wizard
Cannon Guards Dark Prince Witch Prince Electro Wizard
Freeze Witch Cannon Guards Dark Prince Electro Wizard
Cannon Prince Electro Wizard
Dark Prince Cannon Guards Witch Prince Electro Wizard
Cannon

Counters to secondary win conditions

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

Guards Dark Prince Witch Prince Electro Wizard
Electro Wizard Prince
Guards Dark Prince Witch Prince Electro Wizard
Guards Dark Prince Prince Electro Wizard
Cannon Guards Dark Prince Witch Prince
Freeze Witch Electro Wizard
Guards Dark Prince Prince Witch Electro Wizard
Dark Prince Prince
Freeze Electro Wizard Dark Prince Witch Prince
Witch Cannon Guards
Guards Dark Prince Witch Prince
Guards Dark Prince Prince Electro Wizard
Dark Prince Prince Cannon Guards Witch
Cannon Witch
Guards Witch Electro Wizard Dark Prince Freeze Prince
Cannon Dark Prince Freeze 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.)

Guards Freeze
Electro Wizard
Guards Dark Prince Freeze Prince
Dark Prince
Freeze Witch
Witch
Freeze
Guards Prince Electro Wizard
Dark Prince Prince Electro Wizard
Freeze
Prince
Witch
Freeze
Dark Prince Prince Electro Wizard
Witch
Prince
Prince
Freeze Dark Prince Witch
Witch
Witch Electro Wizard
Witch Prince
Witch Electro Wizard
Electro Wizard Guards Freeze Witch
Freeze Electro Wizard
Prince
Electro Wizard Guards Dark Prince Freeze Witch Prince
Witch Electro Wizard
Freeze
Dark Prince Prince Electro Wizard
Dark Prince Prince
Guards Freeze Witch Electro Wizard
Witch Electro Wizard
Dark Prince Freeze Witch Prince Electro Wizard
Prince

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