My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Wizard Witch Electro Wizard

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.

Wizard Witch Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mega Knight

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.

Goblin Barrel Electro Wizard Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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.

Arrows Guards Mega Knight

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.

Goblin Barrel

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 Goblin Barrel 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.

Arrows Goblin Barrel Guards Electro Wizard Golden Knight Wizard Witch Mega Knight

Shortest cycle

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

13 Arrows Goblin Barrel Guards Electro Wizard

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.

Arrows
Goblin Barrel Mega Knight
Wizard
Mega Knight
Goblin Barrel
Arrows Guards Mega Knight Golden Knight
Guards
Goblin Barrel
Witch
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Arrows Wizard Goblin Barrel Witch Electro Wizard
Golden Knight
Goblin Barrel

Defense Synergies 1 10

Arrows
Mega Knight Golden Knight
Wizard
Guards Electro Wizard Mega Knight Golden Knight
Goblin Barrel
Guards
Wizard Witch Electro Wizard
Witch
Guards Electro Wizard Mega Knight
Electro Wizard
Wizard Guards Witch Mega Knight
Mega Knight
Arrows Wizard Witch Electro Wizard
Golden Knight
Arrows Wizard

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 Electro Wizard Golden Knight
Witch Electro Wizard Mega Knight
Witch Mega Knight Electro Wizard
Witch Guards Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Guards Electro Wizard Mega Knight
Electro Wizard Arrows Wizard Witch
Arrows Electro Wizard Mega Knight Golden Knight
Witch
Guards Electro Wizard Mega Knight
Guards Witch Electro Wizard Arrows Wizard Mega Knight
Arrows Wizard Witch Electro Wizard
Mega Knight Wizard Guards Witch Electro Wizard
Wizard Mega Knight Arrows Guards Witch Electro Wizard Golden Knight
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Wizard Mega Knight Arrows Witch Electro Wizard
Arrows Mega Knight Wizard Guards Witch Electro Wizard Golden Knight
Arrows Wizard Witch Guards Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Arrows Guards Witch Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Witch Electro Wizard
Electro Wizard Arrows Wizard Mega Knight
Guards Mega Knight Witch Electro Wizard Golden Knight
Guards Mega Knight Electro Wizard
Guards Witch Mega Knight
Arrows Wizard Witch Electro Wizard
Guards Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Witch
Witch Guards
Mega Knight Guards Witch Golden Knight
Mega Knight Arrows Guards Electro Wizard
Mega Knight Wizard Guards Witch Golden Knight
Wizard Witch Mega Knight
Guards Witch Electro Wizard Golden Knight
Arrows Mega Knight Wizard Witch Electro Wizard Golden Knight
Arrows 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.)

Arrows Guards Golden Knight
Arrows Electro Wizard Golden Knight
Arrows
Arrows Guards
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard Golden Knight
Guards Electro Wizard
Arrows Wizard Electro Wizard Golden Knight
Arrows Wizard
Golden Knight
Arrows
Arrows
Arrows Wizard Witch Golden Knight
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard Mega Knight
Arrows Wizard Witch Mega Knight Golden Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch Electro Wizard Golden Knight
Arrows Wizard Witch Mega Knight Golden Knight
Arrows Golden Knight
Arrows Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Witch
Arrows Wizard Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard
Electro Wizard Guards Witch
Arrows Wizard Witch Electro Wizard
Arrows
Wizard Electro Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Guards Witch Electro Wizard Golden Knight
Witch Electro Wizard
Witch Electro Wizard Mega Knight Golden Knight
Wizard Mega Knight

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