My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch

Defensive buildings

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

Cannon

Investments

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

Knight Witch 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 Barbarian Barrel

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.

Electro Spirit Knight Hog Rider Barbarian Barrel 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Barbarian Barrel 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.

Electro Spirit Knight 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.

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.

Electro Spirit Zap Barbarian Barrel Knight Cannon Hog Rider Witch Mega Knight

Shortest cycle

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

8 Electro Spirit Zap Barbarian Barrel Knight

Attack Synergies 2 13

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.

Electro Spirit
Zap Hog Rider
Zap
Hog Rider Electro Spirit Knight Barbarian Barrel Witch Mega Knight
Knight
Hog Rider Zap Barbarian Barrel Witch
Cannon
Hog Rider
Zap Knight Electro Spirit Barbarian Barrel Witch Mega Knight
Barbarian Barrel
Zap Knight Hog Rider Mega Knight
Witch
Zap Knight Hog Rider Mega Knight
Mega Knight
Zap Hog Rider Barbarian Barrel Witch

Defense Synergies 3 11

Electro Spirit
Zap
Zap
Cannon Mega Knight Electro Spirit Knight Barbarian Barrel Witch
Knight
Cannon Zap Barbarian Barrel Witch
Cannon
Zap Knight Barbarian Barrel Witch
Hog Rider
Barbarian Barrel
Zap Knight Cannon Witch Mega Knight
Witch
Zap Knight Cannon Barbarian Barrel Mega Knight
Mega Knight
Zap Barbarian Barrel 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.

Zap Knight Cannon Barbarian Barrel
Zap Knight Cannon Witch Mega Knight
Cannon Witch Mega Knight Knight
Cannon Witch Knight Mega Knight
Barbarian Barrel Mega Knight
Barbarian Barrel Electro Spirit Zap Cannon Mega Knight
Electro Spirit Zap Cannon Witch
Electro Spirit Zap Cannon Barbarian Barrel Mega Knight
Cannon Witch
Knight Cannon Barbarian Barrel Mega Knight
Witch Electro Spirit Zap Knight Cannon Barbarian Barrel Mega Knight
Zap Witch
Cannon Mega Knight Zap Knight Witch
Mega Knight Electro Spirit Zap Cannon Barbarian Barrel Witch
Knight Cannon Mega Knight
Zap Cannon Mega Knight
Mega Knight Knight Cannon Witch
Cannon Mega Knight Electro Spirit Zap Knight Barbarian Barrel Witch
Zap Barbarian Barrel Witch Electro Spirit Knight Cannon Mega Knight
Cannon
Mega Knight Electro Spirit Knight Cannon Barbarian Barrel Witch

Counters to secondary win conditions

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

Knight Mega Knight Zap Barbarian Barrel Witch
Zap Knight Barbarian Barrel Mega Knight
Mega Knight Zap Knight Witch
Mega Knight Zap Knight Barbarian Barrel
Knight Cannon Witch Mega Knight
Electro Spirit Zap Witch
Knight Witch
Mega Knight Knight
Zap Mega Knight Electro Spirit Knight Barbarian Barrel Witch
Witch Cannon
Mega Knight Knight Witch
Mega Knight Zap
Mega Knight Knight Cannon Witch
Cannon Witch Mega Knight
Witch Electro Spirit Zap Knight Barbarian Barrel
Mega Knight Electro Spirit Zap Cannon Barbarian Barrel Witch
Electro Spirit Zap Cannon

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 Barbarian Barrel
Zap Barbarian Barrel
Barbarian Barrel
Knight Barbarian Barrel
Zap Barbarian Barrel Mega Knight
Electro Spirit Zap Witch
Witch
Zap Barbarian Barrel
Zap
Zap Knight Barbarian Barrel
Zap
Knight Barbarian Barrel
Barbarian Barrel
Zap Barbarian Barrel
Zap Barbarian Barrel Witch
Barbarian Barrel Mega Knight
Barbarian Barrel
Zap Barbarian Barrel Mega Knight
Zap Barbarian Barrel Witch Mega Knight
Mega Knight
Zap Barbarian Barrel
Zap Electro Spirit Barbarian Barrel Witch Mega Knight
Witch
Zap Barbarian Barrel Witch
Zap Witch Mega Knight
Zap Barbarian Barrel
Zap Witch
Zap Electro Spirit Witch
Zap Mega Knight
Zap Electro Spirit
Mega Knight
Zap Electro Spirit Barbarian Barrel Witch
Zap Witch
Barbarian Barrel
Knight Mega Knight
Zap
Zap
Mega Knight
Zap Electro Spirit Witch
Zap Witch
Zap Barbarian Barrel Witch Mega Knight
Mega Knight

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