My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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 Balloon Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Balloon

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.

Elite Barbarians Hog Rider Balloon

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 Elite Barbarians Hog Rider Balloon

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.

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

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.

Knight 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.

Elite Barbarians 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 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 Skeleton Army Hog Rider Electro Wizard Wizard Witch Balloon Elite Barbarians

Shortest cycle

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

14 Knight Skeleton Army Hog Rider Electro Wizard

Attack Synergies 2 12

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 Balloon Elite Barbarians Wizard Witch Electro Wizard
Elite Barbarians
Knight Hog Rider Wizard
Hog Rider
Knight Elite Barbarians Wizard Witch Balloon Electro Wizard
Wizard
Knight Elite Barbarians Hog Rider Balloon
Skeleton Army
Witch
Knight Hog Rider
Balloon
Knight Hog Rider Wizard Electro Wizard
Electro Wizard
Knight Hog Rider Balloon

Defense Synergies 1 8

Knight
Electro Wizard Wizard Skeleton Army Witch
Elite Barbarians
Wizard
Hog Rider
Wizard
Knight Elite Barbarians Skeleton Army Electro Wizard
Skeleton Army
Knight Wizard Electro Wizard
Witch
Knight Electro Wizard
Balloon
Electro Wizard
Knight Wizard Skeleton Army 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
Elite Barbarians Skeleton Army Knight Witch Electro Wizard
Skeleton Army Witch Knight Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Witch Knight Electro Wizard
Elite Barbarians Skeleton Army
Skeleton Army Electro Wizard
Electro Wizard Wizard Witch
Electro Wizard
Witch Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Knight Wizard
Wizard Witch Electro Wizard
Skeleton Army Knight Elite Barbarians Wizard Witch Electro Wizard
Wizard Skeleton Army Witch Electro Wizard
Elite Barbarians Skeleton Army Knight Electro Wizard
Skeleton Army Elite Barbarians Electro Wizard
Wizard Knight Elite Barbarians Skeleton Army Witch Electro Wizard
Knight Elite Barbarians Wizard Skeleton Army Witch Electro Wizard
Wizard Witch Knight Electro Wizard
Elite Barbarians Electro Wizard
Wizard Skeleton Army Knight Elite Barbarians Witch Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians Witch Electro Wizard
Electro Wizard Knight Elite Barbarians Wizard
Skeleton Army Knight Elite Barbarians Witch Electro Wizard
Skeleton Army Knight Elite Barbarians Electro Wizard
Knight Elite Barbarians Skeleton Army Witch
Wizard Witch Electro Wizard
Skeleton Army Knight Elite Barbarians Witch Electro Wizard
Knight Elite Barbarians Skeleton Army
Electro Wizard Knight Elite Barbarians Skeleton Army Witch
Witch Skeleton Army
Knight Elite Barbarians Witch
Skeleton Army Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Knight Wizard Witch
Wizard Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Electro Wizard Knight
Elite Barbarians Wizard 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
Electro Wizard
Knight
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Elite Barbarians Electro Wizard
Knight Wizard Electro Wizard
Wizard
Knight Elite Barbarians
Elite Barbarians
Wizard Witch
Wizard
Wizard Electro Wizard
Wizard Witch
Wizard
Wizard Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch
Elite Barbarians Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Elite Barbarians
Wizard
Electro Wizard
Wizard
Electro Wizard Skeleton Army Witch
Wizard Witch Electro Wizard
Knight Wizard Electro Wizard
Wizard
Elite Barbarians
Elite Barbarians Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
Wizard

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