My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Tesla Wizard Witch

Defensive buildings

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

Tesla

Investments

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

Skeletons Tesla Battle Ram Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Battle Ram Hog Rider Mega Knight

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.

Battle Ram Hog Rider Mega Knight

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
Skeletons Battle Ram Hog Rider
Giant Snowball
Skeletons Battle Ram Hog Rider Witch
Zap
Skeletons Battle Ram Witch
Barbarian Barrel
Skeletons Tesla Battle Ram Wizard Witch
The Log
Skeletons Battle Ram Hog Rider Witch
Earthquake
Skeletons Tesla Hog Rider Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Battle Ram Hog Rider Wizard Witch
Fireball
Tesla Battle Ram Hog Rider Wizard Witch
Poison
Wizard Witch
Lightning
Tesla Battle Ram Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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.

Arrows Battle Ram Mega Knight

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Tesla Battle Ram Hog Rider Wizard Witch Mega Knight

Shortest cycle

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

12 Skeletons Arrows Tesla Battle Ram

Attack Synergies 1 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.

Skeletons
Arrows
Hog Rider Battle Ram Mega Knight
Tesla
Battle Ram
Arrows Witch
Hog Rider
Arrows Wizard Witch Mega Knight
Wizard
Hog Rider Mega Knight
Witch
Battle Ram Hog Rider Mega Knight
Mega Knight
Arrows Hog Rider Wizard Witch

Defense Synergies 2 6

Skeletons
Tesla Wizard Witch
Arrows
Mega Knight Tesla
Tesla
Skeletons Arrows Wizard
Battle Ram
Hog Rider
Wizard
Skeletons Tesla Mega Knight
Witch
Skeletons Mega Knight
Mega Knight
Arrows Wizard 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.

Tesla Wizard
Skeletons Tesla Witch Mega Knight
Tesla Witch Mega Knight Skeletons
Tesla Witch Skeletons Mega Knight
Arrows Mega Knight
Arrows Skeletons Tesla Mega Knight
Tesla Arrows Wizard Witch
Arrows Tesla Mega Knight
Tesla Witch Skeletons
Skeletons Tesla Mega Knight
Witch Skeletons Arrows Tesla Wizard Mega Knight
Arrows Tesla Wizard Witch
Tesla Mega Knight Skeletons Wizard Witch
Wizard Mega Knight Arrows Tesla Witch
Tesla Mega Knight
Tesla Mega Knight
Tesla Wizard Mega Knight Skeletons Arrows Witch
Arrows Tesla Mega Knight Wizard Witch
Arrows Wizard Witch Tesla Mega Knight
Tesla
Wizard Mega Knight Arrows Tesla Witch
Tesla

Counters to secondary win conditions

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

Mega Knight Skeletons Tesla Witch
Arrows Tesla Wizard Mega Knight
Mega Knight Skeletons Witch
Mega Knight Tesla
Skeletons Tesla Witch Mega Knight
Arrows Wizard Skeletons Tesla Witch
Skeletons Tesla Witch
Mega Knight Tesla
Mega Knight Skeletons Witch
Witch Skeletons Tesla
Mega Knight Tesla Witch
Mega Knight Arrows
Mega Knight Skeletons Tesla Wizard Witch
Wizard Tesla Witch Mega Knight
Tesla Witch Skeletons
Arrows Mega Knight Tesla Wizard Witch
Arrows

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.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Witch
Witch
Witch Mega Knight
Wizard Mega Knight

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