My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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.

Wizard 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.

Knight Wizard Witch Electro Wizard

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.

Freeze

Punishments

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

Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze

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.

Knight Guards Freeze

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.

Barbarians Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Guards Hog Rider Freeze Electro Wizard Barbarians Wizard Witch

Shortest cycle

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

14 Knight Guards Hog Rider Freeze

Attack Synergies 2 8

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.

Knight
Hog Rider Wizard Witch Electro Wizard
Barbarians
Hog Rider
Hog Rider
Knight Freeze Barbarians Wizard Guards Witch Electro Wizard
Wizard
Knight Hog Rider
Guards
Hog Rider
Freeze
Hog Rider
Witch
Knight Hog Rider
Electro Wizard
Knight Hog Rider

Defense Synergies 1 9

Knight
Electro Wizard Wizard Witch
Barbarians
Hog Rider
Wizard
Knight Guards Freeze Electro Wizard
Guards
Wizard Witch Electro Wizard
Freeze
Wizard Electro Wizard
Witch
Knight Guards Electro Wizard
Electro Wizard
Knight Wizard Guards Freeze Witch

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.

Knight Wizard Electro Wizard
Barbarians Knight Witch Electro Wizard
Barbarians Witch Knight Freeze Electro Wizard
Barbarians Witch Knight Guards Electro Wizard
Barbarians
Freeze Guards Electro Wizard
Electro Wizard Wizard Freeze Witch
Barbarians Electro Wizard
Barbarians Witch
Knight Guards Barbarians Electro Wizard
Barbarians Guards Witch Electro Wizard Knight Wizard Freeze
Wizard Witch Electro Wizard
Barbarians Knight Wizard Guards Freeze Witch Electro Wizard
Wizard Barbarians Guards Freeze Witch Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Freeze Electro Wizard
Barbarians Wizard Knight Witch Electro Wizard
Knight Barbarians Wizard Guards Witch Electro Wizard
Wizard Freeze Witch Knight Barbarians Guards Electro Wizard
Barbarians Electro Wizard
Wizard Knight Barbarians Guards Witch Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Guards Witch Electro Wizard
Electro Wizard Knight Wizard
Barbarians Guards Knight Witch Electro Wizard
Guards Knight Barbarians Electro Wizard
Barbarians Knight Guards Witch
Wizard Freeze Witch Electro Wizard
Guards Knight Barbarians Witch Electro Wizard
Knight Barbarians
Freeze Electro Wizard Knight Barbarians Witch
Witch Barbarians Guards
Knight Barbarians Guards Witch
Barbarians Guards Electro Wizard
Barbarians Knight Wizard Guards Witch
Wizard Barbarians Witch
Barbarians Guards Witch Electro Wizard Knight Freeze
Barbarians Wizard Freeze Witch Electro Wizard
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.)

Knight Guards Freeze
Electro Wizard
Knight Barbarians Guards Freeze
Wizard
Wizard Freeze Witch
Wizard Witch
Wizard Freeze
Wizard
Guards Electro Wizard
Knight Wizard Electro Wizard
Wizard
Knight
Freeze
Wizard Witch
Wizard
Freeze
Wizard Electro Wizard
Wizard Witch
Wizard
Barbarians
Freeze Wizard Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch
Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Freeze Witch
Wizard
Freeze Electro Wizard
Wizard
Electro Wizard Barbarians Guards Freeze Witch
Wizard Witch Electro Wizard
Freeze
Knight Wizard Electro Wizard
Wizard
Guards Freeze Witch Electro Wizard
Witch Electro Wizard
Freeze Witch Electro Wizard
Wizard

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