My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Giant Inferno Dragon Phoenix 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.

Wizard Goblin Giant Inferno Dragon Phoenix Night Witch Sparky

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Goblin Giant

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 Wall Breakers Goblin Giant

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 Wall Breakers Goblin Giant Phoenix

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

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
Hog Rider Wall Breakers Inferno Dragon Phoenix Night Witch Sparky
Giant Snowball
Hog Rider Wall Breakers Inferno Dragon Night Witch
Zap
Wall Breakers Goblin Giant Inferno Dragon Night Witch Sparky
Barbarian Barrel
Wizard Wall Breakers Night Witch Sparky
The Log
Hog Rider Wall Breakers Sparky
Earthquake
Hog Rider
Arrows
Wall Breakers Night Witch
Royal Delivery
Hog Rider Wizard Wall Breakers Inferno Dragon Night Witch Sparky
Fireball
Hog Rider Wizard Wall Breakers Inferno Dragon Night Witch Sparky
Poison
Wizard Phoenix Night Witch Sparky
Lightning
Wizard Inferno Dragon Phoenix Night Witch Sparky
Rocket
Hog Rider Wizard Inferno Dragon Phoenix Night Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Inferno Dragon Night Witch 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.

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.

Wall Breakers Hog Rider Inferno Dragon Phoenix Night Witch Wizard Goblin Giant Sparky

Shortest cycle

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

14 Wall Breakers Hog Rider Inferno Dragon Phoenix

Attack Synergies 1 5

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.

Hog Rider
Wizard
Wizard
Hog Rider Goblin Giant Sparky
Wall Breakers
Goblin Giant
Goblin Giant
Sparky Wizard Wall Breakers Night Witch
Inferno Dragon
Phoenix
Night Witch
Goblin Giant
Sparky
Goblin Giant Wizard

Defense Synergies 0 1

Hog Rider
Wizard
Wall Breakers
Goblin Giant
Sparky
Inferno Dragon
Phoenix
Night Witch
Sparky
Goblin Giant

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 Goblin Giant Sparky
Inferno Dragon Sparky Phoenix Night Witch
Sparky Inferno Dragon Night Witch
Inferno Dragon Night Witch Sparky Phoenix
Sparky
Night Witch
Inferno Dragon Wizard Phoenix Night Witch
Goblin Giant Phoenix Sparky
Inferno Dragon Sparky Phoenix Night Witch
Phoenix Night Witch Sparky
Wizard Goblin Giant Night Witch
Inferno Dragon Wizard Phoenix Night Witch
Night Witch Sparky Wizard
Wizard Sparky Night Witch
Inferno Dragon Sparky Phoenix
Inferno Dragon Sparky
Wizard Sparky Night Witch
Wizard Night Witch
Wizard Inferno Dragon
Sparky Inferno Dragon Phoenix
Wizard Goblin Giant Night Witch Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Sparky
Wizard Inferno Dragon Phoenix
Goblin Giant Sparky
Goblin Giant Phoenix Night Witch Sparky
Goblin Giant Inferno Dragon Phoenix Night Witch Sparky
Wizard Goblin Giant
Sparky Goblin Giant Phoenix Night Witch
Goblin Giant Inferno Dragon Phoenix Sparky
Inferno Dragon Phoenix Sparky
Goblin Giant Inferno Dragon Phoenix Sparky
Inferno Dragon Phoenix Sparky
Goblin Giant Phoenix
Wizard Goblin Giant Night Witch Sparky
Wizard Sparky
Phoenix Sparky Goblin Giant Inferno Dragon Night Witch
Wizard Inferno Dragon Phoenix 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.)

Sparky
Goblin Giant Sparky
Sparky
Wizard Sparky
Wizard Goblin Giant
Wizard Sparky
Wizard
Wizard
Night Witch Sparky
Wizard Sparky
Wizard
Sparky
Sparky
Wizard Sparky
Wizard Sparky
Sparky
Night Witch Sparky
Wizard Sparky
Wizard
Night Witch Sparky
Wizard
Sparky
Wizard Sparky
Inferno Dragon
Wizard Sparky
Wizard Sparky
Sparky
Wizard Night Witch Sparky
Wizard
Night Witch Sparky
Wizard Night Witch Sparky
Sparky
Sparky
Wizard Sparky
Night Witch
Wizard
Wizard Sparky
Wizard
Sparky
Sparky
Sparky
Goblin Giant Sparky
Inferno Dragon Sparky
Wizard Sparky

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