My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Witch Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Knight Barbarians Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight Miner

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.

Fireball

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.

Barbarians Fireball 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.

Zap Knight Miner Fireball Hog Rider Electro Wizard Barbarians Witch

Shortest cycle

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

12 Zap Knight Miner Fireball

Attack Synergies 6 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.

Zap
Fireball Hog Rider Miner Electro Wizard Knight Witch
Knight
Hog Rider Zap Fireball Witch Miner Electro Wizard
Barbarians
Hog Rider
Fireball
Zap Hog Rider Knight Miner Electro Wizard
Hog Rider
Zap Knight Fireball Barbarians Witch Electro Wizard
Witch
Zap Knight Hog Rider Miner
Miner
Zap Knight Fireball Witch Electro Wizard
Electro Wizard
Zap Knight Fireball Hog Rider Miner

Defense Synergies 3 9

Zap
Fireball Electro Wizard Knight Barbarians Witch Miner
Knight
Electro Wizard Zap Fireball Witch
Barbarians
Zap
Fireball
Zap Knight Miner Electro Wizard
Hog Rider
Witch
Zap Knight Electro Wizard
Miner
Zap Fireball
Electro Wizard
Zap Knight Fireball 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 Fireball Electro Wizard
Barbarians Zap Knight Witch Electro Wizard
Barbarians Witch Knight Electro Wizard
Barbarians Witch Knight Electro Wizard
Barbarians Fireball
Fireball Zap Electro Wizard
Electro Wizard Zap Fireball Witch
Zap Barbarians Fireball Electro Wizard
Barbarians Witch
Knight Barbarians Miner Electro Wizard
Barbarians Witch Electro Wizard Zap Knight Fireball
Zap Fireball Witch Electro Wizard
Barbarians Zap Knight Fireball Witch Electro Wizard
Fireball Zap Barbarians Witch Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Zap Fireball Electro Wizard
Barbarians Knight Fireball Witch Electro Wizard
Fireball Zap Knight Barbarians Witch Electro Wizard
Zap Witch Knight Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Knight Barbarians Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Zap Fireball Witch Electro Wizard
Fireball Electro Wizard Zap Knight Miner
Barbarians Zap Knight Witch Electro Wizard
Zap Knight Barbarians Fireball Electro Wizard
Barbarians Knight Witch
Fireball Zap Witch Electro Wizard
Knight Barbarians Fireball Witch Electro Wizard
Knight Barbarians
Zap Electro Wizard Knight Barbarians Fireball Witch
Witch Barbarians
Knight Barbarians Witch
Zap Barbarians Fireball Electro Wizard
Barbarians Knight Fireball Witch
Barbarians Fireball Witch
Barbarians Witch Electro Wizard Zap Knight Fireball
Zap Barbarians Fireball Witch Electro Wizard
Zap Fireball 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.)

Fireball Knight
Fireball Zap Miner Electro Wizard
Fireball Miner
Knight Barbarians Fireball
Fireball Zap
Fireball Zap Witch
Witch
Fireball Zap
Fireball Miner Zap
Fireball Electro Wizard
Miner Zap Knight Fireball Electro Wizard
Fireball Zap
Knight Fireball Miner
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball Witch Miner
Fireball
Fireball
Zap Barbarians Fireball
Zap Fireball Witch
Witch
Fireball Miner Zap Witch Electro Wizard
Fireball Zap Witch Miner
Fireball Miner Zap
Zap Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball Miner
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Barbarians Fireball Witch
Fireball Zap Witch Electro Wizard
Fireball
Fireball Miner Knight Electro Wizard
Zap Fireball
Zap Fireball
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Miner Electro Wizard
Fireball

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