My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Archers Rascals Electro Wizard Magic Archer Night 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.

Archers Rascals Dark Prince Giant Skeleton Electro Wizard Magic Archer Night Witch

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.

Dark 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.

Rascals Dark Prince 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.

Dark Prince 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
Archers Guards Dark Prince Giant Skeleton Night Witch
Giant Snowball
Archers Guards Night Witch
Zap
Archers Guards Dark Prince Night Witch
Barbarian Barrel
Archers Rascals Guards Dark Prince Giant Skeleton Electro Wizard Magic Archer Night Witch
The Log
Archers Rascals Guards Dark Prince Giant Skeleton
Earthquake
Archers Guards
Arrows
Archers Rascals Guards Night Witch
Royal Delivery
Archers Rascals Guards Dark Prince Giant Skeleton Electro Wizard Magic Archer Night Witch
Fireball
Archers Rascals Electro Wizard Magic Archer Night Witch
Poison
Archers Rascals Guards Electro Wizard Magic Archer Night Witch
Lightning
Dark Prince Electro Wizard Magic Archer Night Witch
Rocket
Rascals 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.

Dark Prince 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.

Guards Dark Prince Giant Skeleton 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.

Archers Guards Dark Prince Electro Wizard Magic Archer Night Witch Rascals Giant Skeleton

Shortest cycle

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

14 Archers Guards Dark Prince Electro Wizard

Attack Synergies 0 11

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.

Archers
Dark Prince Giant Skeleton
Rascals
Dark Prince Electro Wizard Magic Archer
Guards
Dark Prince
Archers Rascals Electro Wizard Magic Archer
Giant Skeleton
Archers Electro Wizard Magic Archer Night Witch
Electro Wizard
Rascals Dark Prince Giant Skeleton Magic Archer
Magic Archer
Rascals Dark Prince Giant Skeleton Electro Wizard
Night Witch
Giant Skeleton

Defense Synergies 0 16

Archers
Rascals Guards Dark Prince Giant Skeleton Electro Wizard
Rascals
Archers
Guards
Archers Giant Skeleton Electro Wizard Magic Archer
Dark Prince
Archers Electro Wizard Magic Archer Night Witch
Giant Skeleton
Archers Guards Electro Wizard Magic Archer
Electro Wizard
Archers Guards Dark Prince Giant Skeleton Magic Archer Night Witch
Magic Archer
Guards Dark Prince Giant Skeleton Electro Wizard Night Witch
Night Witch
Dark Prince Electro Wizard Magic Archer

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 Magic Archer
Rascals Dark Prince Electro Wizard Night Witch
Archers Rascals Dark Prince Giant Skeleton Electro Wizard Night Witch
Night Witch Rascals Guards Dark Prince Electro Wizard
Dark Prince Giant Skeleton
Archers Rascals Guards Dark Prince Electro Wizard Magic Archer Night Witch
Electro Wizard Archers Rascals Magic Archer Night Witch
Rascals Giant Skeleton Electro Wizard Magic Archer
Rascals Night Witch
Guards Archers Rascals Dark Prince Giant Skeleton Electro Wizard Night Witch
Archers Guards Electro Wizard Rascals Dark Prince Giant Skeleton Magic Archer Night Witch
Archers Rascals Electro Wizard Magic Archer Night Witch
Night Witch Rascals Guards Dark Prince Giant Skeleton Electro Wizard
Rascals Guards Dark Prince Electro Wizard Magic Archer Night Witch
Rascals Electro Wizard
Rascals Electro Wizard
Rascals Dark Prince Electro Wizard Night Witch
Archers Rascals Guards Dark Prince Electro Wizard Magic Archer Night Witch
Archers Rascals Guards Dark Prince Giant Skeleton Electro Wizard Magic Archer
Electro Wizard
Rascals Dark Prince Archers Guards Giant Skeleton Electro Wizard Night Witch

Counters to secondary win conditions

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

Rascals Guards Archers Dark Prince Giant Skeleton Electro Wizard
Electro Wizard Archers Magic Archer
Guards Giant Skeleton Rascals Dark Prince Electro Wizard
Guards Dark Prince Giant Skeleton Rascals Electro Wizard Night Witch
Giant Skeleton Rascals Guards Dark Prince Night Witch
Archers Rascals Electro Wizard Magic Archer
Rascals Guards Dark Prince Archers Giant Skeleton Electro Wizard Night Witch
Giant Skeleton Rascals Dark Prince
Giant Skeleton Electro Wizard Dark Prince Magic Archer
Guards
Rascals Guards Dark Prince Giant Skeleton
Guards Dark Prince Giant Skeleton Electro Wizard
Rascals Dark Prince Giant Skeleton Guards Night Witch
Archers Rascals Magic Archer
Rascals Guards Electro Wizard Archers Dark Prince Giant Skeleton Magic Archer Night Witch
Archers Rascals Dark Prince Giant Skeleton Electro Wizard Magic Archer
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.)

Magic Archer Rascals Guards Giant Skeleton
Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Rascals Guards Dark Prince Giant Skeleton
Dark Prince Magic Archer
Magic Archer
Archers Magic Archer
Magic Archer
Guards Electro Wizard Night Witch
Dark Prince Electro Wizard Magic Archer
Archers Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Night Witch
Archers Dark Prince Electro Wizard Magic Archer
Magic Archer
Giant Skeleton Magic Archer Night Witch
Dark Prince Magic Archer
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Archers Electro Wizard Magic Archer Night Witch
Electro Wizard Guards
Night Witch
Magic Archer Night Witch
Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Archers Guards Dark Prince Magic Archer Night Witch
Archers Electro Wizard Magic Archer
Rascals Dark Prince Electro Wizard Magic Archer
Magic Archer
Giant Skeleton
Dark Prince
Rascals Guards Giant Skeleton Electro Wizard Magic Archer
Electro Wizard Magic Archer
Dark Prince Giant Skeleton Electro Wizard Magic Archer

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