My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 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.

Wizard Witch Mother Witch

Defensive buildings

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

Bomb Tower

Investments

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

Wizard Witch Prince Electro Giant Mother Witch

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

Punishments

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

Prince Electro Giant

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.

Prince Electro Giant

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
Skeleton Army Prince
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch Prince
Barbarian Barrel
Bomb Tower Wizard Skeleton Army Witch
The Log
Skeleton Army Witch Prince
Earthquake
Bomb Tower Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Witch Prince Mother Witch
Fireball
Bomb Tower Wizard Skeleton Army Witch Mother Witch
Poison
Bomb Tower Wizard Skeleton Army Witch Mother Witch
Lightning
Bomb Tower Wizard Witch Prince Mother Witch
Rocket
Bomb Tower Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Wizard Electro Giant

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.

Arrows Skeleton Army Prince Electro Giant 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.

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.

Wizard Witch

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.

Arrows Skeleton Army Bomb Tower Mother Witch Wizard Witch Prince Electro Giant

Shortest cycle

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

14 Arrows Skeleton Army Bomb Tower Mother Witch

Attack Synergies 0 6

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.

Arrows
Prince Mother Witch
Bomb Tower
Wizard
Prince
Skeleton Army
Witch
Prince
Prince
Arrows Wizard Witch Electro Giant
Electro Giant
Prince Mother Witch
Mother Witch
Arrows Electro Giant

Defense Synergies 0 9

Arrows
Bomb Tower Prince Mother Witch
Bomb Tower
Arrows Skeleton Army
Wizard
Skeleton Army Prince
Skeleton Army
Bomb Tower Wizard Prince
Witch
Prince
Prince
Arrows Wizard Skeleton Army Witch Electro Giant
Electro Giant
Prince
Mother Witch
Arrows

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.

Wizard
Bomb Tower Skeleton Army Witch Prince
Bomb Tower Skeleton Army Witch Prince
Bomb Tower Skeleton Army Witch Prince
Arrows Bomb Tower Skeleton Army Prince
Arrows Skeleton Army Bomb Tower Mother Witch
Arrows Bomb Tower Wizard Witch
Arrows Bomb Tower Electro Giant
Witch Bomb Tower Skeleton Army Prince
Skeleton Army Prince
Skeleton Army Witch Mother Witch Arrows Bomb Tower Wizard Electro Giant
Arrows Wizard Witch
Bomb Tower Skeleton Army Prince Wizard Witch
Bomb Tower Wizard Skeleton Army Arrows Witch Prince
Skeleton Army Bomb Tower Prince
Bomb Tower Skeleton Army Prince Electro Giant
Bomb Tower Wizard Arrows Skeleton Army Witch Prince
Arrows Bomb Tower Wizard Skeleton Army Witch Prince
Arrows Bomb Tower Wizard Witch Mother Witch
Bomb Tower Prince
Wizard Skeleton Army Arrows Bomb Tower Witch Prince Electro Giant Mother Witch
Bomb Tower

Counters to secondary win conditions

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

Skeleton Army Witch Prince Electro Giant
Arrows Bomb Tower Wizard Prince
Skeleton Army Bomb Tower Witch Prince
Skeleton Army Prince
Skeleton Army Witch Prince
Arrows Wizard Electro Giant Mother Witch Bomb Tower Witch
Skeleton Army Prince Bomb Tower Witch
Bomb Tower Skeleton Army Prince
Bomb Tower Skeleton Army Witch Prince
Witch Skeleton Army
Bomb Tower Witch Prince
Skeleton Army Arrows Prince Electro Giant
Skeleton Army Prince Bomb Tower Wizard Witch
Wizard Bomb Tower Skeleton Army Witch Electro Giant
Skeleton Army Witch Electro Giant Bomb Tower Prince
Arrows Bomb Tower Wizard Witch Electro Giant Mother Witch
Arrows Bomb Tower

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.)

Arrows
Arrows
Arrows
Arrows Prince
Wizard Arrows
Arrows Wizard Electro Giant Mother Witch Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Prince
Arrows Wizard Prince
Arrows Wizard
Arrows
Arrows Prince
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard Prince
Arrows Wizard Witch Electro Giant Mother Witch
Prince
Arrows Wizard
Prince
Arrows
Arrows Electro Giant Mother Witch Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch Prince
Arrows
Arrows Wizard Witch Electro Giant Mother Witch
Wizard Witch Electro Giant
Arrows Wizard
Arrows
Prince
Arrows Wizard
Skeleton Army Witch Prince
Arrows Wizard Witch
Arrows
Wizard Prince
Arrows Wizard
Arrows Electro Giant
Prince
Electro Giant Witch
Witch
Witch Prince Electro Giant
Prince
Wizard

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