My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Minions Firecracker 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.

Firecracker Witch Electro Wizard Magic Archer

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.

Zap Rage

Punishments

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

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.

Royal Hogs 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.

Firecracker Royal Hogs 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
Minions Royal Hogs
Giant Snowball
Minions Royal Hogs Witch
Zap
Minions Firecracker Royal Hogs Witch
Barbarian Barrel
Firecracker Royal Hogs Witch Electro Wizard Magic Archer
The Log
Firecracker Royal Hogs Witch
Earthquake
Firecracker Royal Hogs Witch
Arrows
Minions Firecracker Royal Hogs Witch
Royal Delivery
Minions Firecracker Royal Hogs Witch Electro Wizard Magic Archer
Fireball
Minions Firecracker Royal Hogs Witch Electro Wizard Magic Archer
Poison
Minions Firecracker Royal Hogs Witch Electro Wizard Magic Archer
Lightning
Witch Electro Wizard Magic Archer
Rocket
Royal Hogs Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Rage

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Rage Minions Firecracker Electro Wizard Magic Archer Royal Hogs Witch

Shortest cycle

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

10 Zap Rage Minions Firecracker

Attack Synergies 4 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.

Zap
Firecracker Electro Wizard Minions Royal Hogs Witch Magic Archer
Minions
Rage Zap Firecracker Royal Hogs
Firecracker
Zap Minions Royal Hogs
Royal Hogs
Zap Minions Firecracker Electro Wizard Magic Archer
Rage
Minions Witch Electro Wizard
Witch
Rage Zap
Electro Wizard
Zap Royal Hogs Rage Magic Archer
Magic Archer
Zap Royal Hogs Electro Wizard

Defense Synergies 1 9

Zap
Electro Wizard Minions Firecracker Witch Magic Archer
Minions
Zap Firecracker Electro Wizard
Firecracker
Zap Minions Electro Wizard
Royal Hogs
Rage
Witch
Zap Electro Wizard
Electro Wizard
Zap Minions Firecracker Witch Magic Archer
Magic Archer
Zap 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.

Zap Minions Firecracker Electro Wizard Magic Archer
Zap Minions Firecracker Witch Electro Wizard
Witch Minions Electro Wizard
Witch Minions Firecracker Electro Wizard
Firecracker
Zap Minions Firecracker Electro Wizard Magic Archer
Minions Electro Wizard Zap Firecracker Witch Magic Archer
Zap Electro Wizard Magic Archer
Witch Minions
Firecracker Electro Wizard
Minions Witch Electro Wizard Zap Firecracker Magic Archer
Minions Zap Firecracker Witch Electro Wizard Magic Archer
Zap Minions Witch Electro Wizard
Zap Minions Firecracker Witch Electro Wizard Magic Archer
Electro Wizard
Zap Electro Wizard
Minions Firecracker Witch Electro Wizard
Zap Minions Firecracker Witch Electro Wizard Magic Archer
Zap Witch Minions Firecracker Electro Wizard Magic Archer
Electro Wizard
Minions Firecracker Witch Electro Wizard

Counters to secondary win conditions

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

Zap Witch Electro Wizard
Electro Wizard Zap Firecracker Magic Archer
Zap Minions Witch Electro Wizard
Zap Electro Wizard
Witch
Firecracker Zap Minions Witch Electro Wizard Magic Archer
Minions Witch Electro Wizard
Zap Electro Wizard Minions Firecracker Witch Magic Archer
Witch
Minions Witch
Zap Electro Wizard
Witch
Firecracker Witch Magic Archer
Witch Electro Wizard Zap Minions Firecracker Magic Archer
Minions Zap Firecracker Witch Electro Wizard Magic Archer
Zap 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 Firecracker
Firecracker Zap Electro Wizard Magic Archer
Magic Archer
Firecracker
Zap Firecracker Magic Archer
Firecracker Zap Minions Witch Magic Archer
Firecracker Witch Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker
Minions Electro Wizard
Firecracker Zap Electro Wizard Magic Archer
Zap Firecracker Magic Archer
Firecracker Magic Archer
Minions Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker Witch Magic Archer
Magic Archer Firecracker
Minions
Zap Firecracker Electro Wizard Magic Archer
Zap Firecracker Witch Magic Archer
Minions Magic Archer
Zap
Zap Firecracker Witch Magic Archer
Witch
Firecracker Zap Witch Electro Wizard Magic Archer
Zap Witch Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker Witch Electro Wizard Magic Archer
Zap Electro Wizard Minions Firecracker Witch
Zap Magic Archer
Zap Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Zap Electro Wizard Minions Witch Magic Archer
Zap Firecracker Witch Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Zap Firecracker Magic Archer
Zap
Firecracker
Zap Minions Firecracker Witch Electro Wizard Magic Archer
Firecracker Zap Witch Electro Wizard Magic Archer
Zap Firecracker Witch Electro Wizard Magic Archer
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: