My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!
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.

Goblin Hut Witch Electro Dragon Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Witch Electro Dragon Bowler Royal Ghost Electro Wizard Sparky

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.

Freeze

Punishments

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

Royal Ghost

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 Ghost

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 Dragon Royal Ghost 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
Sparky
Giant Snowball
Goblin Hut Witch Electro Dragon
Zap
Goblin Hut Witch Sparky
Barbarian Barrel
Goblin Hut Witch Royal Ghost Electro Wizard Sparky
The Log
Goblin Hut Witch Sparky
Earthquake
Goblin Hut Witch
Arrows
Goblin Hut Witch
Royal Delivery
Goblin Hut Witch Electro Dragon Bowler Royal Ghost Electro Wizard Sparky
Fireball
Goblin Hut Witch Electro Dragon Bowler Electro Wizard Sparky
Poison
Goblin Hut Witch Electro Dragon Electro Wizard Sparky
Lightning
Goblin Hut Witch Electro Dragon Bowler Electro Wizard Sparky
Rocket
Goblin Hut Witch Electro Dragon Bowler Sparky

Against air swarms

Spells and units that can counter air swarms.

Freeze Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Electro Dragon Bowler Royal Ghost Sparky

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.

Freeze Bowler Royal Ghost Sparky

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.

Royal Ghost Freeze Electro Wizard Goblin Hut Witch Electro Dragon Bowler Sparky

Shortest cycle

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

16 Royal Ghost Freeze Electro Wizard Goblin Hut

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.

Goblin Hut
Bowler Royal Ghost
Freeze
Witch
Bowler Royal Ghost
Electro Dragon
Bowler Sparky
Bowler
Goblin Hut Witch Electro Dragon Electro Wizard
Royal Ghost
Goblin Hut Witch Electro Wizard
Electro Wizard
Bowler Royal Ghost Sparky
Sparky
Electro Dragon Electro Wizard

Defense Synergies 0 13

Goblin Hut
Bowler Royal Ghost Electro Wizard
Freeze
Electro Wizard Sparky
Witch
Electro Dragon Bowler Royal Ghost Electro Wizard
Electro Dragon
Witch Bowler Electro Wizard
Bowler
Goblin Hut Witch Electro Dragon Electro Wizard
Royal Ghost
Goblin Hut Witch Electro Wizard
Electro Wizard
Goblin Hut Freeze Witch Electro Dragon Bowler Royal Ghost
Sparky
Freeze

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.

Bowler Goblin Hut Electro Dragon Electro Wizard Sparky
Sparky Goblin Hut Witch Electro Dragon Electro Wizard
Goblin Hut Witch Bowler Sparky Freeze Electro Dragon Electro Wizard
Goblin Hut Witch Sparky Electro Dragon Bowler Electro Wizard
Bowler Sparky
Freeze Bowler Electro Dragon Royal Ghost Electro Wizard
Electro Wizard Goblin Hut Freeze Witch Electro Dragon
Bowler Electro Dragon Electro Wizard Sparky
Witch Sparky Goblin Hut
Bowler Royal Ghost Electro Wizard Sparky
Witch Electro Wizard Goblin Hut Freeze Electro Dragon Bowler Royal Ghost
Goblin Hut Witch Electro Dragon Electro Wizard
Goblin Hut Bowler Sparky Freeze Witch Electro Dragon Electro Wizard
Bowler Sparky Goblin Hut Freeze Witch Electro Dragon Royal Ghost Electro Wizard
Sparky Goblin Hut Electro Wizard
Goblin Hut Freeze Bowler Electro Wizard Sparky
Sparky Goblin Hut Witch Electro Dragon Bowler Electro Wizard
Goblin Hut Witch Electro Dragon Bowler Royal Ghost Electro Wizard
Freeze Witch Goblin Hut Electro Dragon Bowler Royal Ghost Electro Wizard
Sparky Goblin Hut Electro Wizard
Bowler Royal Ghost Witch Electro Dragon Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Hut Witch Bowler Royal Ghost Electro Wizard Sparky
Electro Wizard Electro Dragon Bowler Royal Ghost
Goblin Hut Witch Electro Dragon Bowler Electro Wizard Sparky
Bowler Electro Wizard Sparky
Goblin Hut Witch Bowler Sparky
Goblin Hut Freeze Witch Electro Dragon Electro Wizard
Sparky Goblin Hut Witch Bowler Electro Wizard
Sparky
Freeze Electro Dragon Electro Wizard Goblin Hut Witch Sparky
Witch Goblin Hut Sparky
Goblin Hut Witch Electro Dragon Bowler Sparky
Bowler Electro Wizard
Bowler Witch Sparky
Witch Electro Dragon Bowler Sparky
Goblin Hut Witch Electro Dragon Electro Wizard Sparky Freeze Bowler
Bowler Goblin Hut Freeze Witch Electro Dragon Royal Ghost Electro Wizard Sparky
Goblin Hut Electro Wizard
Sparky

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.)

Freeze Electro Dragon Royal Ghost Sparky
Electro Dragon Bowler Royal Ghost Electro Wizard
Goblin Hut Electro Dragon Sparky
Freeze Sparky
Bowler Sparky
Freeze Witch Electro Dragon
Witch Bowler Sparky
Freeze Electro Dragon Bowler
Electro Dragon
Electro Dragon Bowler Electro Wizard Sparky
Electro Dragon Bowler Electro Wizard Sparky
Electro Dragon
Goblin Hut Bowler Sparky
Freeze Electro Dragon
Goblin Hut Sparky
Goblin Hut Witch Electro Dragon Bowler Sparky
Goblin Hut Electro Dragon Bowler Sparky
Freeze Sparky
Sparky
Electro Dragon Bowler Electro Wizard Sparky
Witch Electro Dragon Bowler
Bowler Sparky
Bowler Sparky
Electro Dragon
Freeze Witch Electro Dragon Bowler Sparky
Witch
Witch Electro Dragon Bowler Royal Ghost Electro Wizard Sparky
Witch Electro Dragon Bowler Sparky
Sparky
Witch Electro Dragon Electro Wizard Sparky
Electro Dragon Electro Wizard Goblin Hut Freeze Witch
Bowler Sparky
Electro Dragon Sparky
Freeze Electro Dragon Electro Wizard Sparky
Sparky
Bowler Sparky
Electro Wizard Goblin Hut Freeze Witch Electro Dragon
Witch Electro Dragon Electro Wizard
Freeze
Electro Dragon Bowler Electro Wizard Sparky
Electro Dragon Bowler
Sparky
Electro Dragon Sparky
Electro Dragon Freeze Witch Bowler Electro Wizard Sparky
Witch Electro Dragon Electro Wizard
Electro Dragon Freeze Witch Bowler Royal Ghost Electro Wizard Sparky
Sparky
Electro Dragon Bowler Sparky

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