My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Dart Goblin 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.

Knight Wizard Witch Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Balloon

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.

Knight Dart Goblin Balloon

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.

Balloon 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
Balloon
Giant Snowball
Dart Goblin Witch Balloon
Zap
Dart Goblin Witch Balloon
Barbarian Barrel
Knight Dart Goblin Wizard Witch Electro Wizard
The Log
Dart Goblin Witch
Earthquake
Witch
Arrows
Dart Goblin Witch
Royal Delivery
Knight Dart Goblin Wizard Witch Balloon Electro Wizard
Fireball
Dart Goblin Wizard Witch Balloon Electro Wizard
Poison
Dart Goblin Wizard Witch Balloon Electro Wizard
Lightning
Knight Wizard Witch Balloon Electro Wizard
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Knight Rage

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.

Dart Goblin 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.

Rage Arrows Knight Dart Goblin Electro Wizard Wizard Witch Balloon

Shortest cycle

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

11 Rage Arrows Knight Dart Goblin

Attack Synergies 5 9

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
Balloon Knight
Knight
Dart Goblin Balloon Arrows Wizard Witch Electro Wizard
Dart Goblin
Knight Balloon
Wizard
Knight Rage Balloon
Rage
Witch Balloon Wizard Electro Wizard
Witch
Rage Knight
Balloon
Arrows Knight Rage Dart Goblin Wizard Electro Wizard
Electro Wizard
Knight Rage Balloon

Defense Synergies 2 6

Arrows
Knight
Knight
Dart Goblin Electro Wizard Arrows Wizard Witch
Dart Goblin
Knight Electro Wizard
Wizard
Knight Electro Wizard
Rage
Witch
Knight Electro Wizard
Balloon
Electro Wizard
Knight Dart Goblin Wizard Witch

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.

Knight Dart Goblin Wizard Electro Wizard
Knight Dart Goblin Witch Electro Wizard
Witch Knight Dart Goblin Electro Wizard
Witch Knight Dart Goblin Electro Wizard
Arrows
Arrows Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Arrows Wizard Witch
Arrows Dart Goblin Electro Wizard
Witch
Knight Dart Goblin Electro Wizard
Dart Goblin Witch Electro Wizard Arrows Knight Wizard
Arrows Dart Goblin Wizard Witch Electro Wizard
Knight Wizard Witch Electro Wizard
Wizard Arrows Dart Goblin Witch Electro Wizard
Knight Electro Wizard
Electro Wizard
Wizard Arrows Knight Witch Electro Wizard
Arrows Knight Dart Goblin Wizard Witch Electro Wizard
Arrows Wizard Witch Knight Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Wizard Arrows Knight Dart Goblin Witch Electro Wizard

Counters to secondary win conditions

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

Knight Witch Electro Wizard
Electro Wizard Arrows Knight Wizard
Knight Witch Electro Wizard
Knight Electro Wizard
Knight Witch
Arrows Wizard Dart Goblin Witch Electro Wizard
Knight Dart Goblin Witch Electro Wizard
Knight
Electro Wizard Knight Witch
Witch Dart Goblin
Knight Dart Goblin Witch
Arrows Electro Wizard
Knight Wizard Witch
Wizard Dart Goblin Witch
Witch Electro Wizard Knight Dart Goblin
Arrows Dart Goblin Wizard 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.)

Arrows Knight Dart Goblin
Arrows Dart Goblin Electro Wizard
Arrows Dart Goblin
Arrows Knight Dart Goblin
Wizard Arrows
Arrows Wizard Dart Goblin Witch
Arrows Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard
Arrows Dart Goblin Wizard
Electro Wizard
Arrows Knight Dart Goblin Wizard Electro Wizard
Arrows Dart Goblin Wizard
Knight Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard
Arrows
Arrows Dart Goblin Wizard Electro Wizard
Arrows Dart Goblin Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard Witch
Witch
Arrows Dart Goblin Wizard Witch Electro Wizard
Arrows Wizard Witch
Arrows Dart Goblin
Arrows Dart Goblin Wizard Witch Electro Wizard
Electro Wizard Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Dart Goblin Witch
Arrows Dart Goblin Wizard Witch Electro Wizard
Arrows
Knight Dart Goblin Wizard Electro Wizard
Arrows Dart Goblin Wizard
Arrows
Dart Goblin
Dart Goblin Witch Electro Wizard
Dart Goblin Witch Electro Wizard
Dart Goblin Witch Electro Wizard
Dart Goblin Wizard

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