My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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.

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 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.

Giant Wizard Witch Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rocket

Punishments

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

Giant Royal Ghost

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Giant Royal Ghost

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.

Royal Ghost 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
Giant
Giant Snowball
Barbarians Witch
Zap
Witch
Barbarian Barrel
Barbarians Wizard Witch Royal Ghost Electro Wizard
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Wizard Witch Royal Ghost Electro Wizard
Fireball
Barbarians Wizard Witch Electro Wizard
Poison
Barbarians Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Royal Ghost

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.

Arrows Rocket Royal Ghost

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.

Barbarians Wizard 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.

Arrows Royal Ghost Electro Wizard Barbarians Giant Wizard Witch Rocket

Shortest cycle

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

15 Arrows Royal Ghost Electro Wizard Barbarians

Attack Synergies 1 8

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.

Arrows
Giant
Barbarians
Giant
Arrows Wizard Rocket Witch Royal Ghost Electro Wizard
Wizard
Giant Royal Ghost
Rocket
Giant
Witch
Giant Royal Ghost
Royal Ghost
Giant Wizard Witch Electro Wizard
Electro Wizard
Giant Royal Ghost

Defense Synergies 0 6

Arrows
Barbarians
Barbarians
Arrows
Giant
Wizard
Royal Ghost Electro Wizard
Rocket
Witch
Royal Ghost Electro Wizard
Royal Ghost
Wizard Witch Electro Wizard
Electro Wizard
Wizard Witch Royal Ghost

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.

Rocket Wizard Electro Wizard
Barbarians Witch Electro Wizard
Barbarians Rocket Witch Electro Wizard
Barbarians Witch Electro Wizard
Arrows Barbarians Rocket
Arrows Royal Ghost Electro Wizard
Rocket Electro Wizard Arrows Wizard Witch
Rocket Arrows Barbarians Electro Wizard
Barbarians Witch
Barbarians Royal Ghost Electro Wizard
Barbarians Witch Electro Wizard Arrows Wizard Royal Ghost
Arrows Wizard Witch Electro Wizard
Barbarians Wizard Rocket Witch Electro Wizard
Wizard Rocket Arrows Barbarians Witch Royal Ghost Electro Wizard
Barbarians Electro Wizard
Barbarians Rocket Electro Wizard
Barbarians Wizard Arrows Witch Electro Wizard
Arrows Barbarians Wizard Witch Royal Ghost Electro Wizard
Arrows Wizard Witch Barbarians Royal Ghost Electro Wizard
Barbarians Electro Wizard
Wizard Royal Ghost Arrows Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Barbarians Witch Royal Ghost Electro Wizard
Electro Wizard Arrows Wizard Rocket Royal Ghost
Barbarians Rocket Witch Electro Wizard
Rocket Barbarians Electro Wizard
Barbarians Witch
Arrows Wizard Rocket Witch Electro Wizard
Rocket Barbarians Witch Electro Wizard
Barbarians
Rocket Electro Wizard Barbarians Witch
Witch Barbarians
Barbarians Witch
Rocket Arrows Barbarians Electro Wizard
Barbarians Rocket Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Electro Wizard Rocket
Arrows Barbarians Wizard Witch Royal Ghost Electro Wizard
Arrows 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.)

Arrows Rocket Royal Ghost
Arrows Royal Ghost Electro Wizard
Rocket Arrows
Arrows Barbarians Rocket
Wizard Rocket Arrows
Arrows Wizard Rocket Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Rocket Electro Wizard
Rocket Arrows Wizard Electro Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows Wizard Witch
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Arrows Wizard Electro Wizard
Rocket Arrows Wizard Witch
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows Barbarians
Arrows Wizard Witch
Witch
Arrows Wizard Witch Royal Ghost Electro Wizard
Arrows Wizard Witch
Rocket Arrows
Arrows Wizard Witch Electro Wizard
Rocket Electro Wizard Wizard Witch
Arrows Wizard Rocket
Rocket Arrows Electro Wizard
Rocket Arrows Wizard
Electro Wizard Barbarians Rocket Witch
Rocket Arrows Wizard Witch Electro Wizard
Arrows
Wizard Rocket Electro Wizard
Arrows Wizard
Rocket Arrows
Rocket Witch Electro Wizard
Rocket Witch Electro Wizard
Rocket Witch Royal Ghost Electro Wizard
Wizard Rocket

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