My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard 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.

Archers Wizard Dark Prince Witch

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

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.

Hog Rider Royal Hogs Dark Prince

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.

Electro Spirit Hog Rider Royal Hogs Dark Prince

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.

Electro Spirit Hog Rider Royal Hogs Dark Prince

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
Archers Hog Rider Royal Hogs Skeleton Army Dark Prince
Giant Snowball
Archers Hog Rider Royal Hogs Skeleton Army Witch
Zap
Archers Royal Hogs Skeleton Army Dark Prince Witch
Barbarian Barrel
Electro Spirit Archers Wizard Royal Hogs Skeleton Army Dark Prince Witch
The Log
Electro Spirit Archers Hog Rider Royal Hogs Skeleton Army Dark Prince Witch
Earthquake
Archers Hog Rider Royal Hogs Skeleton Army Witch
Arrows
Electro Spirit Archers Royal Hogs Skeleton Army Witch
Royal Delivery
Electro Spirit Archers Hog Rider Wizard Royal Hogs Skeleton Army Dark Prince Witch
Fireball
Archers Hog Rider Wizard Royal Hogs Skeleton Army Witch
Poison
Archers Wizard Royal Hogs Skeleton Army Witch
Lightning
Wizard Dark Prince Witch
Rocket
Hog Rider Wizard Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Dark Prince

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.

Electro Spirit Skeleton Army Dark Prince

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Archers Skeleton Army Hog Rider Dark Prince Wizard Royal Hogs Witch

Shortest cycle

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

11 Electro Spirit Archers Skeleton Army Hog Rider

Attack Synergies 0 11

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.

Electro Spirit
Hog Rider
Archers
Hog Rider Royal Hogs Dark Prince
Hog Rider
Electro Spirit Archers Wizard Dark Prince Witch
Wizard
Hog Rider Royal Hogs Dark Prince
Royal Hogs
Archers Wizard Dark Prince
Skeleton Army
Dark Prince
Archers Hog Rider Wizard Royal Hogs Witch
Witch
Hog Rider Dark Prince

Defense Synergies 0 7

Electro Spirit
Dark Prince
Archers
Skeleton Army Dark Prince Witch
Hog Rider
Wizard
Skeleton Army Dark Prince
Royal Hogs
Skeleton Army
Archers Wizard
Dark Prince
Electro Spirit Archers Wizard Witch
Witch
Archers Dark Prince

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.

Wizard
Skeleton Army Dark Prince Witch
Skeleton Army Witch Archers Dark Prince
Skeleton Army Witch Dark Prince
Skeleton Army Dark Prince
Skeleton Army Electro Spirit Archers Dark Prince
Electro Spirit Archers Wizard Witch
Electro Spirit
Witch Skeleton Army
Skeleton Army Archers Dark Prince
Archers Skeleton Army Witch Electro Spirit Wizard Dark Prince
Archers Wizard Witch
Skeleton Army Wizard Dark Prince Witch
Wizard Skeleton Army Electro Spirit Dark Prince Witch
Skeleton Army
Skeleton Army
Wizard Skeleton Army Dark Prince Witch
Electro Spirit Archers Wizard Skeleton Army Dark Prince Witch
Wizard Witch Electro Spirit Archers Dark Prince
Wizard Skeleton Army Dark Prince Electro Spirit Archers Witch

Counters to secondary win conditions

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

Skeleton Army Archers Dark Prince Witch
Archers Wizard
Skeleton Army Dark Prince Witch
Skeleton Army Dark Prince
Skeleton Army Dark Prince Witch
Wizard Electro Spirit Archers Witch
Skeleton Army Dark Prince Archers Witch
Skeleton Army Dark Prince
Electro Spirit Skeleton Army Dark Prince Witch
Witch Skeleton Army
Dark Prince Witch
Skeleton Army Dark Prince
Skeleton Army Dark Prince Wizard Witch
Wizard Archers Skeleton Army Witch
Skeleton Army Witch Electro Spirit Archers Dark Prince
Electro Spirit Archers Wizard Dark Prince Witch
Electro Spirit

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.)

Dark Prince
Wizard Dark Prince
Wizard Electro Spirit Witch
Archers Wizard Witch
Wizard
Wizard
Wizard Dark Prince
Archers Wizard
Wizard Witch
Wizard
Archers Wizard Dark Prince
Wizard Witch
Wizard
Electro Spirit Wizard Dark Prince Witch
Witch
Wizard Witch
Wizard Witch
Archers Wizard Witch
Electro Spirit Wizard Witch
Wizard
Electro Spirit
Wizard
Electro Spirit Archers Skeleton Army Dark Prince Witch
Archers Wizard Witch
Wizard Dark Prince
Wizard
Dark Prince
Electro Spirit Witch
Witch
Dark Prince Witch
Wizard

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