My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Witch Inferno Dragon Mother 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.

Royal Giant Dark Prince Witch Inferno Dragon Mother Witch

Offensive cards

Win conditions

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

Royal Giant Royal Hogs Wall Breakers

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.

Royal Giant Royal Hogs Wall Breakers 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.

Royal Giant Royal Hogs Wall Breakers 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.

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
Royal Giant Royal Hogs Wall Breakers Guards Dark Prince Inferno Dragon
Giant Snowball
Royal Hogs Wall Breakers Guards Witch Inferno Dragon
Zap
Royal Giant Royal Hogs Wall Breakers Guards Dark Prince Witch Inferno Dragon
Barbarian Barrel
Royal Hogs Wall Breakers Guards Dark Prince Witch
The Log
Royal Giant Royal Hogs Wall Breakers Guards Dark Prince Witch
Earthquake
Royal Hogs Guards Witch
Arrows
Royal Hogs Wall Breakers Guards Witch
Royal Delivery
Royal Hogs Wall Breakers Guards Dark Prince Witch Inferno Dragon Mother Witch
Fireball
Royal Hogs Wall Breakers Witch Inferno Dragon Mother Witch
Poison
Royal Hogs Guards Witch Mother Witch
Lightning
Dark Prince Witch Inferno Dragon Mother Witch
Rocket
Royal Hogs Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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.

Guards Dark Prince Inferno Dragon Mother Witch

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.

Royal Giant

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

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 Guards Dark Prince Inferno Dragon Mother Witch Royal Hogs Witch Royal Giant

Shortest cycle

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

13 Wall Breakers Guards Dark Prince Inferno Dragon

Attack Synergies 2 7

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.

Royal Giant
Mother Witch Guards Dark Prince Witch
Royal Hogs
Mother Witch Guards Dark Prince
Wall Breakers
Guards
Royal Giant Royal Hogs
Dark Prince
Royal Giant Royal Hogs Witch Mother Witch
Witch
Royal Giant Dark Prince
Inferno Dragon
Mother Witch
Royal Giant Royal Hogs Dark Prince

Defense Synergies 0 4

Royal Giant
Royal Hogs
Wall Breakers
Guards
Witch Mother Witch
Dark Prince
Witch Mother Witch
Witch
Guards Dark Prince
Inferno Dragon
Mother Witch
Guards 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.

Inferno Dragon Dark Prince Witch
Witch Dark Prince Inferno Dragon
Witch Inferno Dragon Guards Dark Prince
Dark Prince
Guards Dark Prince Mother Witch
Inferno Dragon Witch
Witch Inferno Dragon
Guards Dark Prince
Guards Witch Mother Witch Dark Prince
Inferno Dragon Witch
Guards Dark Prince Witch
Guards Dark Prince Witch
Inferno Dragon
Inferno Dragon
Dark Prince Witch
Guards Dark Prince Witch
Witch Guards Dark Prince Inferno Dragon Mother Witch
Inferno Dragon
Dark Prince Guards Witch Mother Witch

Counters to secondary win conditions

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

Guards Dark Prince Witch
Inferno Dragon
Guards Dark Prince Witch
Guards Dark Prince
Guards Dark Prince Witch Inferno Dragon
Mother Witch Witch
Guards Dark Prince Witch
Dark Prince Inferno Dragon
Dark Prince Witch Inferno Dragon
Witch Guards Inferno Dragon
Inferno Dragon Guards Dark Prince Witch
Guards Dark Prince
Dark Prince Guards Witch
Witch
Guards Witch Dark Prince Inferno Dragon
Dark Prince Witch Inferno Dragon Mother Witch

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.)

Guards
Guards Dark Prince
Dark Prince
Mother Witch Witch
Witch
Guards
Dark Prince
Witch
Dark Prince
Witch Mother Witch
Mother Witch Dark Prince Witch
Witch Inferno Dragon
Witch
Witch
Witch Mother Witch
Guards Witch
Guards Dark Prince Witch
Witch
Dark Prince
Dark Prince
Guards Witch
Witch
Dark Prince Witch
Inferno Dragon

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