My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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

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.

Witch Prince Giant Skeleton Fisherman Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider Prince Giant Skeleton

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.

Hog Rider Giant Skeleton Electro Wizard

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
Hog Rider Prince Giant Skeleton Fisherman
Giant Snowball
Hog Rider Witch Fisherman
Zap
Witch Prince Fisherman
Barbarian Barrel
Witch Giant Skeleton Electro Wizard
The Log
Hog Rider Witch Prince Giant Skeleton Fisherman
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Hog Rider Witch Prince Giant Skeleton Fisherman Electro Wizard
Fireball
Hog Rider Witch Fisherman Electro Wizard
Poison
Witch Fisherman Electro Wizard
Lightning
Witch Prince Fisherman Electro Wizard
Rocket
Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 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.

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.

Zap Rage Fisherman Hog Rider Electro Wizard Witch Prince Giant Skeleton

Shortest cycle

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

11 Zap Rage Fisherman Hog Rider

Attack Synergies 5 15

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
Hog Rider Prince Electro Wizard Witch Giant Skeleton Fisherman
Hog Rider
Zap Rage Witch Prince Giant Skeleton Electro Wizard
Rage
Hog Rider Witch Prince Giant Skeleton Electro Wizard
Witch
Rage Zap Hog Rider Prince Giant Skeleton
Prince
Zap Hog Rider Rage Witch Electro Wizard
Giant Skeleton
Zap Hog Rider Rage Witch Fisherman Electro Wizard
Fisherman
Zap Giant Skeleton
Electro Wizard
Zap Hog Rider Rage Prince Giant Skeleton

Defense Synergies 1 11

Zap
Electro Wizard Witch Prince Giant Skeleton Fisherman
Hog Rider
Rage
Witch
Zap Prince Giant Skeleton Fisherman Electro Wizard
Prince
Zap Witch Fisherman Electro Wizard
Giant Skeleton
Zap Witch Electro Wizard
Fisherman
Zap Witch Prince
Electro Wizard
Zap Witch Prince Giant Skeleton

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 Electro Wizard
Zap Witch Prince Fisherman Electro Wizard
Witch Prince Fisherman Giant Skeleton Electro Wizard
Witch Prince Fisherman Electro Wizard
Prince Giant Skeleton
Zap Electro Wizard
Electro Wizard Zap Witch
Zap Giant Skeleton Electro Wizard
Witch Prince Fisherman
Prince Giant Skeleton Fisherman Electro Wizard
Witch Electro Wizard Zap Giant Skeleton Fisherman
Zap Witch Electro Wizard
Prince Zap Witch Giant Skeleton Electro Wizard
Zap Witch Prince Electro Wizard
Prince Electro Wizard
Zap Prince Fisherman Electro Wizard
Witch Prince Fisherman Electro Wizard
Zap Witch Prince Fisherman Electro Wizard
Zap Witch Giant Skeleton Fisherman Electro Wizard
Prince Fisherman Electro Wizard
Witch Prince Giant Skeleton Fisherman Electro Wizard

Counters to secondary win conditions

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

Zap Witch Prince Giant Skeleton Fisherman Electro Wizard
Electro Wizard Zap Prince Fisherman
Giant Skeleton Zap Witch Prince Fisherman Electro Wizard
Prince Giant Skeleton Zap Fisherman Electro Wizard
Giant Skeleton Witch Prince Fisherman
Zap Witch Electro Wizard
Prince Witch Giant Skeleton Electro Wizard
Giant Skeleton Prince Fisherman
Zap Giant Skeleton Electro Wizard Witch Prince
Witch
Witch Prince Giant Skeleton
Zap Prince Giant Skeleton Electro Wizard
Prince Giant Skeleton Witch
Witch
Witch Electro Wizard Zap Prince Giant Skeleton Fisherman
Zap Witch Giant Skeleton Electro Wizard
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.)

Giant Skeleton
Zap Fisherman Electro Wizard
Giant Skeleton
Prince Giant Skeleton
Zap
Zap Witch
Witch
Zap
Zap Fisherman
Prince Fisherman Electro Wizard
Zap Prince Fisherman Electro Wizard
Zap
Fisherman
Fisherman
Zap Prince Fisherman
Zap Witch
Fisherman
Zap Prince Fisherman Electro Wizard
Zap Witch
Prince Giant Skeleton
Prince Fisherman
Zap
Zap Witch
Witch Fisherman
Zap Witch Fisherman Electro Wizard
Zap Witch Prince Fisherman
Zap Fisherman
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
Prince Giant Skeleton
Zap Electro Wizard Witch Prince
Zap Witch Electro Wizard
Prince Electro Wizard
Zap
Zap Giant Skeleton
Prince
Zap Witch Giant Skeleton Electro Wizard
Zap Witch Electro Wizard
Zap Witch Prince Giant Skeleton Electro Wizard
Prince

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