My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Wizard Witch Golden Knight

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Missing

Punishments

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

Royal Giant Hog Rider 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.

Royal Giant Hog 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.

Hog Rider 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
Royal Giant Hog Rider Skeleton Army
Giant Snowball
Cannon Hog Rider Skeleton Army Witch
Zap
Cannon Royal Giant Skeleton Army Witch
Barbarian Barrel
Cannon Wizard Skeleton Army Witch
The Log
Cannon Royal Giant Hog Rider Skeleton Army Witch
Earthquake
Cannon Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Witch
Fireball
Cannon Hog Rider Wizard Skeleton Army Witch
Poison
Cannon Wizard Skeleton Army Witch
Lightning
Cannon Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army

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 Skeleton Army

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Cannon Skeleton Army Hog Rider Golden Knight Wizard Witch Royal Giant

Shortest cycle

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

10 Mirror Cannon Skeleton Army Hog Rider

Attack Synergies 0 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.

Cannon
Royal Giant
Hog Rider Wizard Mirror Witch
Hog Rider
Royal Giant Wizard Mirror Witch Golden Knight
Wizard
Royal Giant Hog Rider
Mirror
Royal Giant Hog Rider Skeleton Army
Skeleton Army
Mirror
Witch
Royal Giant Hog Rider
Golden Knight
Hog Rider

Defense Synergies 2 5

Cannon
Mirror Wizard Skeleton Army Witch
Royal Giant
Hog Rider
Wizard
Cannon Skeleton Army Golden Knight
Mirror
Cannon Skeleton Army
Skeleton Army
Mirror Cannon Wizard
Witch
Cannon
Golden Knight
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.

Cannon Wizard Golden Knight
Skeleton Army Cannon Witch
Cannon Skeleton Army Witch
Cannon Skeleton Army Witch
Skeleton Army
Skeleton Army Cannon
Cannon Wizard Witch
Cannon Golden Knight
Cannon Witch Skeleton Army
Skeleton Army Cannon
Skeleton Army Witch Cannon Wizard
Wizard Witch
Cannon Skeleton Army Wizard Witch
Wizard Skeleton Army Cannon Witch Golden Knight
Skeleton Army Cannon
Skeleton Army Cannon
Wizard Cannon Skeleton Army Witch
Cannon Wizard Skeleton Army Witch Golden Knight
Wizard Witch Cannon
Cannon
Wizard Skeleton Army Cannon Witch

Counters to secondary win conditions

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

Skeleton Army Witch
Wizard
Skeleton Army Witch Golden Knight
Skeleton Army
Cannon Skeleton Army Witch
Wizard Witch
Skeleton Army Witch
Skeleton Army
Skeleton Army Witch
Witch Cannon Skeleton Army
Witch Golden Knight
Skeleton Army
Skeleton Army Cannon Wizard Witch Golden Knight
Wizard Cannon Skeleton Army Witch
Skeleton Army Witch Golden Knight
Cannon Wizard Witch Golden Knight
Cannon

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.)

Golden Knight
Golden Knight
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard Golden Knight
Wizard Golden Knight
Wizard
Golden Knight
Wizard Witch Golden Knight
Wizard
Wizard
Wizard Witch Golden Knight
Wizard
Wizard Witch
Witch
Wizard Witch Golden Knight
Wizard Witch Golden Knight
Golden Knight
Wizard Witch
Wizard Witch
Wizard
Wizard
Skeleton Army Witch
Wizard Witch
Wizard
Wizard
Witch Golden Knight
Witch
Witch Golden Knight
Wizard

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