My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

5 warnings Why?

Deck tips

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard Witch Ram Rider

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.

Wizard Dark Prince Witch Prince Ram Rider Skeleton King

Offensive cards

Win conditions

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

Royal Hogs Ram Rider

Damage spells

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

Rocket

Punishments

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

Royal Hogs Dark Prince Prince Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs Dark Prince Prince Ram Rider Skeleton King

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 Ram 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
Royal Hogs Dark Prince Prince Ram Rider Skeleton King
Giant Snowball
Royal Hogs Witch Ram Rider Skeleton King
Zap
Royal Hogs Dark Prince Witch Prince Ram Rider Skeleton King
Barbarian Barrel
Wizard Royal Hogs Dark Prince Witch Skeleton King
The Log
Royal Hogs Dark Prince Witch Prince Ram Rider Skeleton King
Earthquake
Royal Hogs Witch Skeleton King
Arrows
Royal Hogs Witch Skeleton King
Royal Delivery
Wizard Royal Hogs Dark Prince Witch Prince Ram Rider Skeleton King
Fireball
Wizard Royal Hogs Witch Ram Rider Skeleton King
Poison
Wizard Royal Hogs Witch Skeleton King
Lightning
Wizard Dark Prince Witch Prince Ram Rider Skeleton King
Rocket
Wizard Royal Hogs Witch Prince Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Dark Prince Skeleton King

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.

Rocket Dark Prince Prince

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Dark Prince Skeleton King Wizard Royal Hogs Witch Prince Ram Rider Rocket

Shortest cycle

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

18 Dark Prince Skeleton King Wizard Royal Hogs

Attack Synergies 1 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.

Wizard
Royal Hogs Dark Prince Prince Ram Rider
Royal Hogs
Wizard Dark Prince
Rocket
Dark Prince
Prince Wizard Royal Hogs Witch Ram Rider
Witch
Dark Prince Prince Ram Rider Skeleton King
Prince
Dark Prince Wizard Witch Ram Rider
Ram Rider
Wizard Dark Prince Witch Prince
Skeleton King
Witch

Defense Synergies 0 6

Wizard
Dark Prince Prince Skeleton King
Royal Hogs
Rocket
Dark Prince
Wizard Witch Prince
Witch
Dark Prince Prince
Prince
Wizard Dark Prince Witch
Ram Rider
Skeleton King
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.

Rocket Wizard Ram Rider
Dark Prince Witch Prince Ram Rider
Rocket Witch Prince Ram Rider Dark Prince
Witch Prince Dark Prince Ram Rider Skeleton King
Rocket Dark Prince Prince
Dark Prince
Rocket Ram Rider Wizard Witch
Rocket Ram Rider
Witch Prince Skeleton King
Dark Prince Prince
Witch Wizard Dark Prince Ram Rider Skeleton King
Wizard Witch Ram Rider
Prince Wizard Rocket Dark Prince Witch Ram Rider
Wizard Rocket Dark Prince Witch Prince Skeleton King
Prince Ram Rider Skeleton King
Rocket Prince Ram Rider
Wizard Dark Prince Witch Prince
Wizard Dark Prince Witch Prince Ram Rider
Wizard Witch Dark Prince Ram Rider
Prince Ram Rider
Wizard Dark Prince Witch Prince

Counters to secondary win conditions

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

Dark Prince Witch Prince
Wizard Rocket Prince
Rocket Dark Prince Witch Prince Ram Rider
Rocket Dark Prince Prince Ram Rider
Dark Prince Witch Prince Ram Rider
Wizard Rocket Witch Ram Rider
Rocket Dark Prince Prince Witch Ram Rider
Dark Prince Prince
Rocket Dark Prince Witch Prince
Witch
Dark Prince Witch Prince
Rocket Dark Prince Prince
Rocket Dark Prince Prince Wizard Witch Ram Rider Skeleton King
Wizard Witch
Witch Rocket Dark Prince Prince Skeleton King
Wizard Dark Prince Witch Skeleton King

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.)

Rocket
Ram Rider
Rocket
Rocket Dark Prince Prince
Wizard Rocket Dark Prince
Wizard Rocket Witch Ram Rider
Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Rocket Prince
Rocket Wizard Dark Prince Prince Ram Rider
Wizard Rocket
Rocket
Rocket
Prince
Rocket Wizard Witch
Wizard Rocket
Rocket
Rocket
Rocket Wizard Dark Prince Prince
Rocket Wizard Witch
Rocket Prince
Rocket Wizard
Rocket Prince
Rocket
Wizard Dark Prince Witch
Witch
Wizard Witch Ram Rider
Wizard Witch Prince Ram Rider
Rocket
Wizard Witch
Rocket Wizard Witch
Wizard Rocket
Rocket
Prince
Rocket Wizard
Rocket Dark Prince Witch Prince
Rocket Wizard Witch Ram Rider
Wizard Rocket Dark Prince Prince
Wizard Skeleton King
Rocket
Dark Prince Prince
Rocket Witch Skeleton King
Rocket Witch
Rocket Dark Prince Witch Prince
Prince
Wizard Rocket

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