My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

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.

Skeletons Ice Spirit Wizard Witch Electro Wizard Mega Knight

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.

Zap

Punishments

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

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.

Ice Spirit 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 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
Skeletons Hog Rider
Giant Snowball
Skeletons Hog Rider Witch
Zap
Skeletons Witch
Barbarian Barrel
Skeletons Ice Spirit Wizard Witch Electro Wizard
The Log
Skeletons Ice Spirit Hog Rider Witch
Earthquake
Skeletons Hog Rider Witch
Arrows
Skeletons Ice Spirit Witch
Royal Delivery
Skeletons Ice Spirit Hog Rider Wizard Witch Electro Wizard
Fireball
Hog Rider Wizard Witch Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard Mega Knight

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.

Ice Spirit 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.

Ice Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Hog Rider Electro Wizard Wizard Witch Mega Knight

Shortest cycle

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

8 Skeletons Ice Spirit Zap Hog Rider

Attack Synergies 4 11

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
Ice Spirit
Zap Hog Rider Witch Mega Knight
Zap
Ice Spirit Hog Rider Electro Wizard Witch Mega Knight
Hog Rider
Ice Spirit Zap Wizard Witch Electro Wizard Mega Knight
Wizard
Hog Rider Mega Knight
Witch
Ice Spirit Zap Hog Rider Mega Knight
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Ice Spirit Zap Hog Rider Wizard Witch Electro Wizard

Defense Synergies 3 15

Skeletons
Ice Spirit Zap Wizard Witch Electro Wizard
Ice Spirit
Zap Skeletons Wizard Witch Electro Wizard Mega Knight
Zap
Ice Spirit Electro Wizard Mega Knight Skeletons Witch
Hog Rider
Wizard
Skeletons Ice Spirit Electro Wizard Mega Knight
Witch
Skeletons Ice Spirit Zap Electro Wizard Mega Knight
Electro Wizard
Zap Skeletons Ice Spirit Wizard Witch Mega Knight
Mega Knight
Zap Ice Spirit Wizard Witch Electro Wizard

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.

Zap Wizard Electro Wizard
Skeletons Ice Spirit Zap Witch Electro Wizard Mega Knight
Witch Mega Knight Skeletons Electro Wizard
Witch Skeletons Electro Wizard Mega Knight
Mega Knight
Skeletons Zap Electro Wizard Mega Knight
Electro Wizard Ice Spirit Zap Wizard Witch
Zap Electro Wizard Mega Knight
Witch Skeletons
Skeletons Ice Spirit Electro Wizard Mega Knight
Witch Electro Wizard Skeletons Zap Wizard Mega Knight
Zap Wizard Witch Electro Wizard
Mega Knight Skeletons Ice Spirit Zap Wizard Witch Electro Wizard
Wizard Mega Knight Ice Spirit Zap Witch Electro Wizard
Electro Wizard Mega Knight
Ice Spirit Zap Electro Wizard Mega Knight
Wizard Mega Knight Skeletons Witch Electro Wizard
Ice Spirit Mega Knight Zap Wizard Witch Electro Wizard
Zap Wizard Witch Ice Spirit Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Witch Electro Wizard
Electro Wizard Zap Wizard Mega Knight
Mega Knight Skeletons Ice Spirit Zap Witch Electro Wizard
Mega Knight Zap Electro Wizard
Skeletons Witch Mega Knight
Wizard Skeletons Ice Spirit Zap Witch Electro Wizard
Skeletons Witch Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Skeletons Ice Spirit Witch
Witch Skeletons
Mega Knight Witch
Mega Knight Zap Electro Wizard
Mega Knight Skeletons Wizard Witch
Wizard Witch Mega Knight
Witch Electro Wizard Skeletons Ice Spirit Zap
Mega Knight Zap Wizard Witch Electro Wizard
Zap 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.)

Zap Electro Wizard
Wizard Zap Mega Knight
Wizard Ice Spirit Zap Witch
Wizard Witch
Ice Spirit Zap Wizard
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard Electro Wizard Mega Knight
Zap Wizard Witch Mega Knight
Mega Knight
Wizard
Zap
Zap Ice Spirit Wizard Witch Mega Knight
Witch
Zap Wizard Witch Electro Wizard
Zap Wizard Witch Mega Knight
Zap
Zap Wizard Witch Electro Wizard
Zap Electro Wizard Ice Spirit Wizard Witch
Zap Wizard Mega Knight
Zap Ice Spirit Electro Wizard
Mega Knight
Wizard
Zap Electro Wizard Ice Spirit Witch
Zap Wizard Witch Electro Wizard
Wizard Electro Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Ice Spirit Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard Mega Knight
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: