My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Electro Wizard Magic Archer

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 Dark Prince Witch Giant Skeleton Electro Wizard Magic Archer

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.

Knight Heal Spirit 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
Clone Dark Prince Giant Skeleton
Giant Snowball
Clone Witch
Zap
Clone Dark Prince Witch
Barbarian Barrel
Knight Heal Spirit Clone Dark Prince Witch Giant Skeleton Electro Wizard Magic Archer
The Log
Heal Spirit Clone Dark Prince Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Heal Spirit Clone Witch
Royal Delivery
Knight Heal Spirit Clone Dark Prince Witch Giant Skeleton Electro Wizard Magic Archer
Fireball
Clone Witch Electro Wizard Magic Archer
Poison
Clone Witch Electro Wizard Magic Archer
Lightning
Knight Dark Prince Witch Electro Wizard Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Magic Archer

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.

Knight Heal Spirit Clone Dark Prince Giant Skeleton

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.

Heal Spirit 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.

Heal Spirit Knight Clone Dark Prince Electro Wizard Magic Archer Witch Giant Skeleton

Shortest cycle

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

11 Heal Spirit Knight Clone Dark Prince

Attack Synergies 1 17

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
Heal Spirit Witch Electro Wizard Magic Archer
Heal Spirit
Knight Dark Prince Witch Giant Skeleton
Clone
Giant Skeleton Witch Electro Wizard Magic Archer
Dark Prince
Heal Spirit Witch Electro Wizard Magic Archer
Witch
Knight Heal Spirit Clone Dark Prince Giant Skeleton
Giant Skeleton
Clone Heal Spirit Witch Electro Wizard Magic Archer
Electro Wizard
Knight Clone Dark Prince Giant Skeleton Magic Archer
Magic Archer
Knight Clone Dark Prince Giant Skeleton Electro Wizard

Defense Synergies 2 9

Knight
Electro Wizard Magic Archer Witch
Heal Spirit
Clone
Dark Prince
Witch Electro Wizard Magic Archer
Witch
Knight Dark Prince Giant Skeleton Electro Wizard
Giant Skeleton
Witch Electro Wizard Magic Archer
Electro Wizard
Knight Dark Prince Witch Giant Skeleton Magic Archer
Magic Archer
Knight Dark Prince Giant Skeleton Electro 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.

Knight Electro Wizard Magic Archer
Knight Dark Prince Witch Electro Wizard
Witch Knight Dark Prince Giant Skeleton Electro Wizard
Witch Knight Dark Prince Electro Wizard
Dark Prince Giant Skeleton
Dark Prince Electro Wizard Magic Archer
Electro Wizard Witch Magic Archer
Giant Skeleton Electro Wizard Magic Archer
Witch
Knight Dark Prince Giant Skeleton Electro Wizard
Witch Electro Wizard Knight Dark Prince Giant Skeleton Magic Archer
Witch Electro Wizard Magic Archer
Knight Dark Prince Witch Giant Skeleton Electro Wizard
Dark Prince Witch Electro Wizard Magic Archer
Knight Electro Wizard
Electro Wizard
Knight Dark Prince Witch Electro Wizard
Knight Dark Prince Witch Electro Wizard Magic Archer
Witch Knight Dark Prince Giant Skeleton Electro Wizard Magic Archer
Electro Wizard
Dark Prince Knight Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Dark Prince Witch Giant Skeleton Electro Wizard
Electro Wizard Knight Magic Archer
Giant Skeleton Knight Dark Prince Witch Electro Wizard
Dark Prince Giant Skeleton Knight Electro Wizard
Giant Skeleton Knight Dark Prince Witch
Witch Electro Wizard Magic Archer
Dark Prince Knight Witch Giant Skeleton Electro Wizard
Giant Skeleton Knight Dark Prince
Giant Skeleton Electro Wizard Knight Dark Prince Witch Magic Archer
Witch
Knight Dark Prince Witch Giant Skeleton
Dark Prince Giant Skeleton Electro Wizard
Dark Prince Giant Skeleton Knight Witch
Witch Magic Archer
Witch Electro Wizard Knight Dark Prince Giant Skeleton Magic Archer
Dark Prince Witch 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 Knight Giant Skeleton
Electro Wizard Magic Archer
Giant Skeleton Magic Archer
Knight Dark Prince Giant Skeleton
Dark Prince Magic Archer
Witch Magic Archer
Witch Magic Archer
Magic Archer
Electro Wizard
Knight Dark Prince Electro Wizard Magic Archer
Magic Archer
Knight Magic Archer
Magic Archer
Magic Archer
Witch Magic Archer
Magic Archer
Dark Prince Electro Wizard Magic Archer
Witch Magic Archer
Giant Skeleton Magic Archer
Dark Prince Witch Magic Archer
Witch
Witch Electro Wizard Magic Archer
Witch Magic Archer
Magic Archer
Witch Electro Wizard Magic Archer
Electro Wizard Witch
Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Magic Archer
Electro Wizard Dark Prince Witch Magic Archer
Witch Electro Wizard Magic Archer
Knight Dark Prince Electro Wizard Magic Archer
Magic Archer
Giant Skeleton
Dark Prince
Witch Giant Skeleton Electro Wizard Magic Archer
Witch Electro Wizard Magic Archer
Dark Prince Witch Giant Skeleton Electro Wizard Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: