My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Musketeer Wizard Witch Inferno Dragon Night 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.

Royal Giant Musketeer Wizard Witch Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

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.

Missing

Dropped at the bridge

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

Royal Giant

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 Inferno Dragon Night Witch
Giant Snowball
Musketeer Guards Witch Inferno Dragon Night Witch
Zap
Royal Giant Guards Witch Inferno Dragon Night Witch
Barbarian Barrel
Musketeer Wizard Guards Witch Night Witch
The Log
Royal Giant Musketeer Guards Witch
Earthquake
Guards Witch
Arrows
Guards Witch Night Witch
Royal Delivery
Musketeer Wizard Guards Witch Inferno Dragon Night Witch
Fireball
Musketeer Wizard Witch Inferno Dragon Night Witch
Poison
Musketeer Wizard Guards Witch Night Witch
Lightning
Musketeer Wizard Witch Inferno Dragon Night Witch
Rocket
Musketeer Wizard Witch Inferno Dragon Night Witch

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 Guards Inferno Dragon Night Witch

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.

Musketeer 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.

Arrows Guards Musketeer Inferno Dragon Night Witch Wizard Witch Royal Giant

Shortest cycle

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

14 Arrows Guards Musketeer Inferno Dragon

Attack Synergies 1 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.

Arrows
Royal Giant Night Witch
Royal Giant
Arrows Musketeer Wizard Guards Witch Night Witch
Musketeer
Royal Giant
Wizard
Royal Giant
Guards
Royal Giant
Witch
Royal Giant
Inferno Dragon
Night Witch
Arrows Royal Giant

Defense Synergies 1 2

Arrows
Royal Giant
Musketeer
Guards
Wizard
Guards
Guards
Musketeer Wizard Witch
Witch
Guards
Inferno Dragon
Night 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.

Musketeer Wizard
Inferno Dragon Musketeer Witch Night Witch
Witch Musketeer Inferno Dragon Night Witch
Witch Inferno Dragon Night Witch Musketeer Guards
Arrows
Arrows Musketeer Guards Night Witch
Musketeer Inferno Dragon Arrows Wizard Witch Night Witch
Arrows Musketeer
Witch Inferno Dragon Musketeer Night Witch
Guards Musketeer Night Witch
Guards Witch Arrows Musketeer Wizard Night Witch
Arrows Musketeer Inferno Dragon Wizard Witch Night Witch
Night Witch Musketeer Wizard Guards Witch
Wizard Arrows Guards Witch Night Witch
Inferno Dragon
Inferno Dragon
Wizard Arrows Musketeer Witch Night Witch
Arrows Musketeer Wizard Guards Witch Night Witch
Arrows Wizard Witch Musketeer Guards Inferno Dragon
Musketeer Inferno Dragon
Wizard Arrows Musketeer Guards Witch Night Witch
Guards Inferno Dragon

Counters to secondary win conditions

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

Guards Witch
Arrows Musketeer Wizard Inferno Dragon
Guards Musketeer Witch
Guards Musketeer Night Witch
Musketeer Guards Witch Inferno Dragon Night Witch
Arrows Wizard Musketeer Witch
Guards Musketeer Witch Night Witch
Inferno Dragon
Witch Inferno Dragon
Witch Musketeer Guards Inferno Dragon
Inferno Dragon Musketeer Guards Witch
Arrows Guards
Wizard Guards Witch Night Witch
Wizard Musketeer Witch
Guards Witch Musketeer Inferno Dragon Night Witch
Arrows Musketeer Wizard Witch Inferno Dragon
Arrows

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 Musketeer Guards
Arrows Musketeer
Arrows
Arrows Musketeer Guards
Wizard Arrows
Arrows Wizard Musketeer Witch
Arrows Musketeer Wizard Witch
Arrows Wizard
Arrows Wizard
Musketeer Guards Night Witch
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Wizard Witch
Arrows Musketeer Wizard
Arrows
Night Witch
Arrows Musketeer Wizard
Arrows Wizard Witch
Musketeer Night Witch
Arrows Wizard
Musketeer
Arrows Musketeer
Arrows Wizard Witch
Witch Inferno Dragon
Arrows Musketeer Wizard Witch
Arrows Musketeer Wizard Witch
Arrows Musketeer
Arrows Musketeer Wizard Witch Night Witch
Musketeer Wizard Guards Witch
Night Witch
Arrows Musketeer Wizard Night Witch
Arrows
Arrows Wizard
Musketeer Guards Witch Night Witch
Arrows Musketeer Wizard Witch
Arrows
Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Musketeer
Musketeer Guards Witch
Musketeer Witch
Musketeer Witch
Inferno Dragon
Wizard

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