My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Bomber Witch Royal Ghost Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Royal Ghost Mega Knight Golden Knight

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.

Hog Rider Royal Ghost Mega Knight

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.

Hog Rider Royal Ghost Electro Wizard Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Royal Ghost Mega Knight

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 Ghost Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Royal Ghost Hog Rider Electro Wizard Golden Knight Witch Mega Knight

Shortest cycle

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

12 Bomber Arrows Royal Ghost Hog Rider

Attack Synergies 1 13

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.

Bomber
Hog Rider Mega Knight
Arrows
Hog Rider Mega Knight
Hog Rider
Arrows Bomber Witch Electro Wizard Mega Knight Golden Knight
Witch
Hog Rider Royal Ghost Mega Knight
Royal Ghost
Witch Electro Wizard Mega Knight Golden Knight
Electro Wizard
Hog Rider Royal Ghost Mega Knight
Mega Knight
Bomber Arrows Hog Rider Witch Royal Ghost Electro Wizard
Golden Knight
Hog Rider Royal Ghost

Defense Synergies 1 10

Bomber
Royal Ghost Electro Wizard Golden Knight
Arrows
Mega Knight Golden Knight
Hog Rider
Witch
Royal Ghost Electro Wizard Mega Knight
Royal Ghost
Bomber Witch Electro Wizard Mega Knight
Electro Wizard
Bomber Witch Royal Ghost Mega Knight
Mega Knight
Arrows Witch Royal Ghost Electro Wizard
Golden Knight
Bomber Arrows

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.

Bomber Electro Wizard Golden Knight
Witch Electro Wizard Mega Knight
Witch Mega Knight Bomber Electro Wizard
Witch Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Arrows Bomber Royal Ghost Electro Wizard Mega Knight
Electro Wizard Arrows Witch
Arrows Electro Wizard Mega Knight Golden Knight
Witch
Bomber Royal Ghost Electro Wizard Mega Knight
Witch Electro Wizard Bomber Arrows Royal Ghost Mega Knight
Arrows Witch Electro Wizard
Mega Knight Bomber Witch Electro Wizard
Bomber Mega Knight Arrows Witch Royal Ghost Electro Wizard Golden Knight
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Bomber Arrows Witch Electro Wizard
Arrows Mega Knight Bomber Witch Royal Ghost Electro Wizard Golden Knight
Arrows Witch Bomber Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Bomber Royal Ghost Mega Knight Arrows Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Royal Ghost Electro Wizard
Electro Wizard Bomber Arrows Royal Ghost Mega Knight
Mega Knight Witch Electro Wizard Golden Knight
Mega Knight Electro Wizard
Witch Mega Knight
Arrows Witch Electro Wizard
Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Witch
Witch
Mega Knight Witch Golden Knight
Mega Knight Arrows Electro Wizard
Mega Knight Witch Golden Knight
Bomber Witch Mega Knight
Witch Electro Wizard Bomber Golden Knight
Arrows Mega Knight Bomber Witch Royal Ghost Electro Wizard Golden Knight
Bomber 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 Royal Ghost Golden Knight
Arrows Royal Ghost Electro Wizard Golden Knight
Arrows
Arrows
Bomber Arrows Mega Knight
Arrows Witch
Bomber Arrows Witch
Arrows
Arrows Golden Knight
Electro Wizard
Arrows Electro Wizard Golden Knight
Arrows
Golden Knight
Arrows
Arrows
Bomber Arrows Witch Golden Knight
Arrows Mega Knight
Arrows
Bomber
Bomber Arrows Electro Wizard Mega Knight
Bomber Arrows Witch Mega Knight Golden Knight
Mega Knight
Arrows
Arrows
Arrows Bomber Witch Mega Knight
Witch
Arrows Witch Royal Ghost Electro Wizard Golden Knight
Arrows Witch Mega Knight Golden Knight
Arrows Golden Knight
Arrows Witch Electro Wizard
Electro Wizard Witch
Bomber Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Witch
Arrows Witch Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Bomber
Arrows
Mega Knight
Witch Electro Wizard Golden Knight
Witch Electro Wizard
Witch Royal Ghost Electro Wizard Mega Knight Golden Knight
Mega Knight

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