My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Skeleton Barrel Firecracker Tesla Minion Horde Rascals Elite Barbarians Dart Goblin Earthquake Elixir Golem Furnace Zappies Goblin Demolisher Barbarian Hut Elixir Collector Mirror Rage Goblin Curse Clone Tornado Void Hunter Electro Dragon Bowler Executioner Cannon Cart Goblin Giant Electro Giant Golem The Log Ice Wizard Royal Ghost Bandit Fisherman Electro Wizard Inferno Dragon Phoenix Magic Archer Lumberjack Night Witch Mother Witch Ram Rider Graveyard Goblin Machine Sparky Mega Knight Lava Hound Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Minion Horde Witch

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.

Archers Royal Giant Witch Lava Hound

Offensive cards

Win conditions

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

Royal Giant Lava Hound

Damage spells

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

Lightning

Punishments

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

Royal Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit Minion Horde Royal Giant Lava Hound

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.

Electro Spirit

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
Archers Minions Minion Horde Royal Giant Lava Hound
Giant Snowball
Archers Minions Minion Horde Witch Lava Hound
Zap
Archers Minions Minion Horde Royal Giant Witch Lava Hound
Barbarian Barrel
Electro Spirit Archers Witch
The Log
Electro Spirit Archers Royal Giant Witch
Earthquake
Archers Witch
Arrows
Electro Spirit Archers Minions Minion Horde Witch Lava Hound
Royal Delivery
Electro Spirit Archers Minions Minion Horde Witch Lava Hound
Fireball
Archers Minions Minion Horde Witch Lava Hound
Poison
Archers Minions Minion Horde Witch Lava Hound
Lightning
Witch
Rocket
Minion Horde Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit

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.

Electro Spirit

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.

Royal Giant

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 Minion Horde Witch Lava Hound

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Archers Minions Minion Horde Witch Royal Giant Lightning Lava Hound

Shortest cycle

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

12 Electro Spirit Archers Minions Minion Horde

Attack Synergies 5 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.

Electro Spirit
Royal Giant
Archers
Royal Giant Lava Hound
Minions
Royal Giant Lava Hound
Minion Horde
Lava Hound Royal Giant
Royal Giant
Minions Lightning Electro Spirit Archers Minion Horde Witch
Witch
Royal Giant Lava Hound
Lightning
Royal Giant Lava Hound
Lava Hound
Minions Minion Horde Lightning Archers Witch

Defense Synergies 0 2

Electro Spirit
Archers
Minions Witch
Minions
Archers
Minion Horde
Royal Giant
Witch
Archers
Lightning
Lava Hound

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.

Lightning Minions Minion Horde
Minion Horde Minions Witch
Minion Horde Witch Archers Minions Lightning
Minion Horde Witch Minions
Lightning
Electro Spirit Archers Minions
Minions Minion Horde Lightning Electro Spirit Archers Witch
Lightning Electro Spirit
Minion Horde Witch Minions
Archers Minion Horde
Archers Minions Minion Horde Witch Electro Spirit
Minions Minion Horde Archers Witch
Minion Horde Minions Witch Lightning
Electro Spirit Minions Minion Horde Witch
Minion Horde
Minion Horde Lightning
Minion Horde Minions Witch
Electro Spirit Archers Minions Minion Horde Witch
Witch Electro Spirit Archers Minions
Electro Spirit Archers Minions Minion Horde Witch

Counters to secondary win conditions

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

Archers Witch
Archers Lightning
Minions Minion Horde Witch Lightning
Lightning Minion Horde
Minion Horde Witch
Electro Spirit Archers Minions Minion Horde Witch
Archers Minions Minion Horde Witch Lightning
Minion Horde
Minion Horde Lightning Electro Spirit Minions Witch
Witch Minion Horde
Minions Minion Horde Witch
Lightning
Lightning Minion Horde Witch
Archers Minion Horde Witch
Witch Electro Spirit Archers Minions Minion Horde Lightning
Minions Electro Spirit Archers Minion Horde Witch

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.)

Lightning Minion Horde
Lightning Minion Horde
Lightning
Minion Horde
Electro Spirit Minions Minion Horde Witch
Archers Minion Horde Witch
Lightning
Lightning
Lightning Minions Minion Horde
Lightning Minion Horde
Lightning Archers
Lightning
Lightning Minions Minion Horde
Lightning
Lightning Minion Horde Witch
Lightning Minion Horde
Lightning
Minions Minion Horde Lightning
Lightning Archers
Lightning Witch
Lightning Minions Minion Horde
Lightning
Lightning
Lightning Minion Horde
Electro Spirit Witch
Minion Horde Witch
Witch Lightning
Lightning Witch
Lightning
Lightning Archers Minion Horde Witch
Lightning Electro Spirit Minions Minion Horde Witch
Lightning Minion Horde
Lightning Minion Horde
Lightning Electro Spirit Minion Horde
Minion Horde
Lightning
Minion Horde Lightning Electro Spirit Archers Minions Witch
Lightning Archers Witch
Lightning Minion Horde
Lightning
Lightning
Minion Horde
Electro Spirit Minions Minion Horde Witch Lightning
Witch Lightning
Lightning Witch

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