My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Electro Dragon Electro Wizard 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 Recruits Electro Dragon Electro Wizard Night Witch Goblinstein

Offensive cards

Win conditions

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

Missing

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.

Elite Barbarians Royal Recruits

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.

Elite Barbarians Royal Recruits

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.

Elite Barbarians Electro Dragon 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
Elite Barbarians Royal Recruits Night Witch
Giant Snowball
Royal Recruits Electro Dragon Night Witch
Zap
Night Witch
Barbarian Barrel
Elite Barbarians Royal Recruits Electro Wizard Night Witch
The Log
Elite Barbarians Royal Recruits
Earthquake
Arrows
Royal Recruits Night Witch
Royal Delivery
Elite Barbarians Royal Recruits Electro Dragon Electro Wizard Night Witch
Fireball
Elite Barbarians Electro Dragon Electro Wizard Night Witch
Poison
Royal Recruits Electro Dragon Electro Wizard Night Witch
Lightning
Elite Barbarians Electro Dragon Electro Wizard Night Witch Goblinstein
Rocket
Elite Barbarians Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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 Royal Recruits 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.

Elite Barbarians

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Electro Wizard Night Witch Electro Dragon Goblinstein Elite Barbarians Lightning Royal Recruits

Shortest cycle

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

16 Arrows Electro Wizard Night Witch Electro Dragon

Attack Synergies 1 4

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
Elite Barbarians Lightning Night Witch
Elite Barbarians
Arrows
Royal Recruits
Electro Dragon Electro Wizard
Electro Dragon
Royal Recruits
Lightning
Arrows
Electro Wizard
Royal Recruits
Night Witch
Arrows
Goblinstein

Defense Synergies 0 3

Arrows
Lightning
Elite Barbarians
Royal Recruits
Electro Dragon
Electro Wizard
Lightning
Arrows
Electro Wizard
Electro Dragon Night Witch
Night Witch
Electro Wizard
Goblinstein

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 Royal Recruits Electro Dragon Electro Wizard
Elite Barbarians Royal Recruits Electro Dragon Electro Wizard Night Witch
Elite Barbarians Royal Recruits Electro Dragon Lightning Electro Wizard Night Witch
Elite Barbarians Royal Recruits Night Witch Electro Dragon Electro Wizard
Lightning Arrows Elite Barbarians Royal Recruits
Arrows Electro Dragon Electro Wizard Night Witch
Lightning Electro Wizard Arrows Electro Dragon Night Witch
Lightning Arrows Royal Recruits Electro Dragon Electro Wizard
Elite Barbarians Royal Recruits Night Witch
Elite Barbarians Royal Recruits Electro Wizard Night Witch
Electro Wizard Arrows Royal Recruits Electro Dragon Night Witch
Arrows Electro Dragon Electro Wizard Night Witch
Royal Recruits Night Witch Elite Barbarians Electro Dragon Lightning Electro Wizard
Arrows Royal Recruits Electro Dragon Electro Wizard Night Witch
Elite Barbarians Royal Recruits Electro Wizard
Elite Barbarians Royal Recruits Lightning Electro Wizard
Arrows Elite Barbarians Royal Recruits Electro Dragon Electro Wizard Night Witch
Arrows Elite Barbarians Royal Recruits Electro Dragon Electro Wizard Night Witch
Arrows Royal Recruits Electro Dragon Electro Wizard
Elite Barbarians Royal Recruits Electro Wizard
Royal Recruits Arrows Elite Barbarians Electro Dragon Electro Wizard Night Witch

Counters to secondary win conditions

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

Royal Recruits Elite Barbarians Electro Wizard
Electro Wizard Arrows Elite Barbarians Electro Dragon Lightning
Royal Recruits Elite Barbarians Electro Dragon Lightning Electro Wizard
Royal Recruits Lightning Elite Barbarians Electro Wizard Night Witch
Royal Recruits Elite Barbarians Night Witch
Arrows Electro Dragon Electro Wizard
Royal Recruits Elite Barbarians Lightning Electro Wizard Night Witch
Elite Barbarians Royal Recruits
Royal Recruits Electro Dragon Lightning Electro Wizard Elite Barbarians
Royal Recruits
Elite Barbarians Royal Recruits Electro Dragon
Royal Recruits Lightning Arrows Elite Barbarians Electro Wizard
Elite Barbarians Royal Recruits Lightning Night Witch
Royal Recruits Electro Dragon
Elite Barbarians Royal Recruits Electro Dragon Electro Wizard Lightning Night Witch
Arrows Elite Barbarians Royal Recruits Electro Dragon 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 Royal Recruits Electro Dragon
Arrows Electro Dragon Electro Wizard
Lightning Arrows Electro Dragon
Lightning Arrows Royal Recruits
Arrows
Arrows Electro Dragon
Arrows
Arrows Electro Dragon Lightning
Arrows Electro Dragon Lightning
Lightning Elite Barbarians Electro Dragon Electro Wizard Night Witch
Lightning Arrows Royal Recruits Electro Dragon Electro Wizard
Lightning Arrows Electro Dragon
Lightning Elite Barbarians
Lightning Arrows Electro Dragon
Lightning Arrows Elite Barbarians
Lightning Arrows Electro Dragon
Lightning Arrows Royal Recruits Electro Dragon
Lightning Arrows
Lightning Night Witch
Lightning Arrows Electro Dragon Electro Wizard
Lightning Arrows Electro Dragon
Lightning Night Witch
Lightning Arrows
Lightning
Lightning Arrows Royal Recruits Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon Lightning Electro Wizard
Lightning Arrows Electro Dragon
Lightning Arrows
Elite Barbarians Lightning Arrows Electro Dragon Electro Wizard Night Witch
Electro Dragon Lightning Electro Wizard
Lightning Elite Barbarians Night Witch
Lightning Arrows Electro Dragon Night Witch
Lightning Arrows Electro Dragon Electro Wizard
Arrows Lightning
Lightning Electro Wizard Royal Recruits Electro Dragon Night Witch
Lightning Arrows Electro Dragon Electro Wizard
Arrows
Lightning Electro Dragon Electro Wizard
Arrows Electro Dragon Lightning
Lightning Arrows
Elite Barbarians Royal Recruits Electro Dragon
Electro Dragon Elite Barbarians Royal Recruits Lightning Electro Wizard
Electro Dragon Lightning Electro Wizard
Electro Dragon Lightning Royal Recruits Electro Wizard
Lightning Electro Dragon

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