My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Little Prince Mighty Miner

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!
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.

Electro Wizard Magic Archer Night Witch Mother Witch

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 Giant Skeleton Electro Wizard Magic Archer Night Witch Mother Witch

Offensive cards

Win conditions

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

Royal Hogs

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.

Elite Barbarians Royal Hogs

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 Elite Barbarians Royal Hogs Giant Skeleton Magic Archer

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.

Elite Barbarians Royal Hogs Giant Skeleton Electro Wizard Magic Archer

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
Elite Barbarians Royal Hogs Giant Skeleton Night Witch
Giant Snowball
Royal Hogs Night Witch
Zap
Royal Hogs Night Witch
Barbarian Barrel
Knight Elite Barbarians Royal Hogs Giant Skeleton Electro Wizard Magic Archer Night Witch
The Log
Elite Barbarians Royal Hogs Giant Skeleton
Earthquake
Royal Hogs
Arrows
Royal Hogs Night Witch
Royal Delivery
Knight Elite Barbarians Royal Hogs Giant Skeleton Electro Wizard Magic Archer Night Witch Mother Witch
Fireball
Elite Barbarians Royal Hogs Electro Wizard Magic Archer Night Witch Mother Witch
Poison
Royal Hogs Electro Wizard Magic Archer Night Witch Mother Witch
Lightning
Knight Elite Barbarians Electro Wizard Magic Archer Night Witch Mother Witch
Rocket
Elite Barbarians Royal Hogs Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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 Giant Skeleton Night Witch Mother Witch

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.

Elite Barbarians

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 Electro Wizard Magic Archer Night Witch Mother Witch Royal Hogs Elite Barbarians Giant Skeleton

Shortest cycle

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

15 Knight Electro Wizard Magic Archer Night Witch

Attack Synergies 1 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
Elite Barbarians Royal Hogs Electro Wizard Magic Archer Night Witch Mother Witch
Elite Barbarians
Knight
Royal Hogs
Mother Witch Knight Electro Wizard Magic Archer
Giant Skeleton
Electro Wizard Magic Archer Night Witch Mother Witch
Electro Wizard
Knight Royal Hogs Giant Skeleton Magic Archer
Magic Archer
Knight Royal Hogs Giant Skeleton Electro Wizard Mother Witch
Night Witch
Knight Giant Skeleton
Mother Witch
Royal Hogs Knight Giant Skeleton Magic Archer

Defense Synergies 3 10

Knight
Electro Wizard Magic Archer Night Witch Mother Witch
Elite Barbarians
Mother Witch
Royal Hogs
Giant Skeleton
Electro Wizard Magic Archer Mother Witch
Electro Wizard
Knight Giant Skeleton Magic Archer Night Witch
Magic Archer
Knight Giant Skeleton Electro Wizard Night Witch Mother Witch
Night Witch
Knight Electro Wizard Magic Archer Mother Witch
Mother Witch
Elite Barbarians Knight Giant Skeleton Magic Archer Night 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 Electro Wizard Magic Archer
Elite Barbarians Knight Electro Wizard Night Witch
Knight Elite Barbarians Giant Skeleton Electro Wizard Night Witch
Elite Barbarians Night Witch Knight Electro Wizard
Elite Barbarians Giant Skeleton
Electro Wizard Magic Archer Night Witch Mother Witch
Electro Wizard Magic Archer Night Witch
Giant Skeleton Electro Wizard Magic Archer
Elite Barbarians Night Witch
Knight Elite Barbarians Giant Skeleton Electro Wizard Night Witch
Electro Wizard Mother Witch Knight Giant Skeleton Magic Archer Night Witch
Electro Wizard Magic Archer Night Witch
Night Witch Knight Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Magic Archer Night Witch
Elite Barbarians Knight Electro Wizard
Elite Barbarians Electro Wizard
Knight Elite Barbarians Electro Wizard Night Witch
Knight Elite Barbarians Electro Wizard Magic Archer Night Witch
Knight Giant Skeleton Electro Wizard Magic Archer Mother Witch
Elite Barbarians Electro Wizard
Knight Elite Barbarians Giant Skeleton Electro Wizard Night Witch Mother Witch

Counters to secondary win conditions

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

Knight Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Knight Elite Barbarians Magic Archer
Giant Skeleton Knight Elite Barbarians Electro Wizard
Giant Skeleton Knight Elite Barbarians Electro Wizard Night Witch
Giant Skeleton Knight Elite Barbarians Night Witch
Mother Witch Electro Wizard Magic Archer
Knight Elite Barbarians Giant Skeleton Electro Wizard Night Witch
Giant Skeleton Knight Elite Barbarians
Giant Skeleton Electro Wizard Knight Elite Barbarians Magic Archer
Knight Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Knight Night Witch
Magic Archer
Elite Barbarians Electro Wizard Knight Giant Skeleton Magic Archer Night Witch
Elite Barbarians Giant Skeleton Electro Wizard Magic Archer Mother Witch

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.)

Magic Archer Knight Giant Skeleton
Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Knight Giant Skeleton
Magic Archer
Mother Witch Magic Archer
Magic Archer
Magic Archer
Elite Barbarians Electro Wizard Night Witch
Knight Electro Wizard Magic Archer
Magic Archer
Knight Elite Barbarians Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Magic Archer
Night Witch
Electro Wizard Magic Archer
Magic Archer Mother Witch
Giant Skeleton Magic Archer Night Witch
Mother Witch Magic Archer
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Elite Barbarians Electro Wizard Magic Archer Night Witch Mother Witch
Electro Wizard
Elite Barbarians Night Witch
Magic Archer Night Witch
Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Magic Archer Night Witch
Electro Wizard Magic Archer
Knight Electro Wizard Magic Archer
Magic Archer
Giant Skeleton
Elite Barbarians
Elite Barbarians Giant Skeleton Electro Wizard Magic Archer
Electro Wizard Magic Archer
Giant Skeleton Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: