My Best Clash Royale Deck

Deck Check Rating

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Witch Electro Wizard Ram Rider

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.

Royal Giant Witch Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Arrows Lightning

Punishments

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

Royal Giant Ram Rider

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.

Barbarians Royal Giant Ram Rider

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 Wizard Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Guards

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.

Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Electro Wizard Barbarians Witch Ram Rider Royal Giant Lightning

Shortest cycle

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

15 Arrows Guards Electro Wizard Barbarians

Attack Synergies 3 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
Royal Giant Lightning Ram Rider
Barbarians
Royal Giant
Arrows Lightning Guards Witch Electro Wizard
Guards
Royal Giant Ram Rider
Witch
Royal Giant Ram Rider
Lightning
Royal Giant Ram Rider Arrows
Electro Wizard
Royal Giant Ram Rider
Ram Rider
Lightning Arrows Guards Witch Electro Wizard

Defense Synergies 0 6

Arrows
Barbarians Lightning
Barbarians
Arrows
Royal Giant
Guards
Witch Electro Wizard
Witch
Guards Electro Wizard
Lightning
Arrows
Electro Wizard
Guards Witch Ram Rider
Ram Rider
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.

Lightning Electro Wizard Ram Rider
Barbarians Witch Electro Wizard Ram Rider
Barbarians Witch Ram Rider Lightning Electro Wizard
Barbarians Witch Guards Electro Wizard Ram Rider
Lightning Arrows Barbarians
Arrows Guards Electro Wizard
Lightning Electro Wizard Ram Rider Arrows Witch
Lightning Arrows Barbarians Electro Wizard Ram Rider
Barbarians Witch
Guards Barbarians Electro Wizard
Barbarians Guards Witch Electro Wizard Arrows Ram Rider
Arrows Witch Electro Wizard Ram Rider
Barbarians Guards Witch Lightning Electro Wizard Ram Rider
Arrows Barbarians Guards Witch Electro Wizard
Barbarians Electro Wizard Ram Rider
Barbarians Lightning Electro Wizard Ram Rider
Barbarians Arrows Witch Electro Wizard
Arrows Barbarians Guards Witch Electro Wizard Ram Rider
Arrows Witch Barbarians Guards Electro Wizard Ram Rider
Barbarians Electro Wizard Ram Rider
Arrows Barbarians Guards Witch Electro Wizard

Counters to secondary win conditions

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

Barbarians Guards Witch Electro Wizard
Electro Wizard Arrows Lightning
Barbarians Guards Witch Lightning Electro Wizard Ram Rider
Guards Lightning Barbarians Electro Wizard Ram Rider
Barbarians Guards Witch Ram Rider
Arrows Witch Electro Wizard Ram Rider
Guards Barbarians Witch Lightning Electro Wizard Ram Rider
Barbarians
Lightning Electro Wizard Barbarians Witch
Witch Barbarians Guards
Barbarians Guards Witch
Lightning Arrows Barbarians Guards Electro Wizard
Barbarians Lightning Guards Witch Ram Rider
Barbarians Witch
Barbarians Guards Witch Electro Wizard Lightning
Arrows Barbarians Witch 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.)

Lightning Arrows Guards
Arrows Electro Wizard Ram Rider
Lightning Arrows
Lightning Arrows Barbarians Guards
Arrows
Arrows Witch Ram Rider
Arrows Witch
Arrows Lightning Ram Rider
Arrows Lightning Ram Rider
Lightning Guards Electro Wizard
Lightning Arrows Electro Wizard Ram Rider
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Witch
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows Electro Wizard
Lightning Arrows Witch
Lightning
Lightning Arrows
Lightning
Lightning Arrows Barbarians
Arrows Witch
Witch
Arrows Witch Lightning Electro Wizard Ram Rider
Lightning Arrows Witch Ram Rider
Lightning Arrows
Lightning Arrows Witch Electro Wizard
Lightning Electro Wizard Guards Witch
Lightning
Lightning Arrows
Lightning Arrows Electro Wizard
Arrows Lightning
Lightning Electro Wizard Barbarians Guards Witch
Lightning Arrows Witch Electro Wizard Ram Rider
Arrows
Lightning Electro Wizard
Arrows Lightning
Lightning Arrows
Guards Witch Lightning Electro Wizard
Witch Lightning Electro Wizard
Lightning Witch Electro Wizard
Lightning

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