My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Wizard Witch 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.

Wizard Witch Magic Archer Mega Knight

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

Punishments

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

Hog Rider Mega Knight

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.

Electro Spirit Hog Rider Magic Archer 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.

Electro Spirit Hog Rider 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
Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Electro Spirit Wizard Skeleton Army Witch Magic Archer
The Log
Electro Spirit Hog Rider Skeleton Army Witch
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Electro Spirit Skeleton Army Witch
Royal Delivery
Electro Spirit Hog Rider Wizard Skeleton Army Witch Magic Archer
Fireball
Hog Rider Wizard Skeleton Army Witch Magic Archer
Poison
Wizard Skeleton Army Witch Magic Archer
Lightning
Wizard Witch Magic Archer
Rocket
Hog Rider Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard Magic Archer Mega Knight

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.

Electro Spirit Skeleton Army 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.

Skeleton Army

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 Witch

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.

Electro Spirit Zap Skeleton Army Hog Rider Magic Archer Wizard Witch Mega Knight

Shortest cycle

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

10 Electro Spirit Zap Skeleton Army Hog Rider

Attack Synergies 1 12

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
Zap Hog Rider
Zap
Hog Rider Electro Spirit Witch Magic Archer Mega Knight
Hog Rider
Zap Electro Spirit Wizard Witch Magic Archer Mega Knight
Wizard
Hog Rider Mega Knight
Skeleton Army
Witch
Zap Hog Rider Mega Knight
Magic Archer
Zap Hog Rider Mega Knight
Mega Knight
Zap Hog Rider Wizard Witch Magic Archer

Defense Synergies 1 9

Electro Spirit
Zap
Zap
Mega Knight Electro Spirit Skeleton Army Witch Magic Archer
Hog Rider
Wizard
Skeleton Army Mega Knight
Skeleton Army
Zap Wizard Magic Archer
Witch
Zap Mega Knight
Magic Archer
Zap Skeleton Army Mega Knight
Mega Knight
Zap Wizard Witch Magic Archer

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 Wizard Magic Archer
Skeleton Army Zap Witch Mega Knight
Skeleton Army Witch Mega Knight
Skeleton Army Witch Mega Knight
Skeleton Army Mega Knight
Skeleton Army Electro Spirit Zap Magic Archer Mega Knight
Electro Spirit Zap Wizard Witch Magic Archer
Electro Spirit Zap Magic Archer Mega Knight
Witch Skeleton Army
Skeleton Army Mega Knight
Skeleton Army Witch Electro Spirit Zap Wizard Magic Archer Mega Knight
Zap Wizard Witch Magic Archer
Skeleton Army Mega Knight Zap Wizard Witch
Wizard Skeleton Army Mega Knight Electro Spirit Zap Witch Magic Archer
Skeleton Army Mega Knight
Skeleton Army Zap Mega Knight
Wizard Mega Knight Skeleton Army Witch
Mega Knight Electro Spirit Zap Wizard Skeleton Army Witch Magic Archer
Zap Wizard Witch Electro Spirit Magic Archer Mega Knight
Wizard Skeleton Army Mega Knight Electro Spirit Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Witch
Zap Wizard Magic Archer Mega Knight
Skeleton Army Mega Knight Zap Witch
Skeleton Army Mega Knight Zap
Skeleton Army Witch Mega Knight
Wizard Electro Spirit Zap Witch Magic Archer
Skeleton Army Witch
Mega Knight Skeleton Army
Zap Mega Knight Electro Spirit Skeleton Army Witch Magic Archer
Witch Skeleton Army
Mega Knight Witch
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Witch Magic Archer Mega Knight
Skeleton Army Witch Electro Spirit Zap Magic Archer
Mega Knight Electro Spirit Zap Wizard Witch Magic Archer
Electro Spirit Zap

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
Zap Magic Archer
Magic Archer
Wizard Zap Magic Archer Mega Knight
Wizard Electro Spirit Zap Witch Magic Archer
Wizard Witch Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Witch Magic Archer
Magic Archer Wizard Mega Knight
Zap Wizard Magic Archer Mega Knight
Zap Wizard Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Wizard
Zap
Zap Electro Spirit Wizard Witch Magic Archer Mega Knight
Witch
Zap Wizard Witch Magic Archer
Zap Wizard Witch Magic Archer Mega Knight
Zap Magic Archer
Zap Wizard Witch Magic Archer
Zap Electro Spirit Wizard Witch
Zap Wizard Magic Archer Mega Knight
Zap Electro Spirit Magic Archer
Mega Knight
Wizard Magic Archer
Zap Electro Spirit Skeleton Army Witch Magic Archer
Zap Wizard Witch Magic Archer
Wizard Magic Archer Mega Knight
Zap Wizard Magic Archer
Zap
Mega Knight
Zap Electro Spirit Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer Mega Knight
Wizard Mega Knight

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