My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Baby Dragon 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.

Giant Baby Dragon Witch Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Giant

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.

Giant Golden 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.

Giant Baby Dragon

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 Wizard Golden Knight

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
Minions Giant Guards
Giant Snowball
Minions Guards Baby Dragon Witch
Zap
Minions Guards Witch
Barbarian Barrel
Guards Witch Electro Wizard
The Log
Guards Witch
Earthquake
Guards Witch
Arrows
Minions Guards Witch
Royal Delivery
Minions Guards Baby Dragon Witch Electro Wizard
Fireball
Minions Baby Dragon Witch Electro Wizard
Poison
Minions Guards Witch Electro Wizard
Lightning
Baby Dragon Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon

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.

Guards Baby Dragon

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.

Minions 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Guards Baby Dragon Electro Wizard Golden Knight Giant Witch

Shortest cycle

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

12 Zap Minions Guards Baby Dragon

Attack Synergies 3 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.

Zap
Giant Electro Wizard Minions Guards Baby Dragon Witch
Minions
Giant Zap Baby Dragon
Giant
Zap Minions Guards Baby Dragon Witch Electro Wizard
Guards
Zap Giant
Baby Dragon
Zap Minions Giant Witch Electro Wizard
Witch
Zap Giant Baby Dragon
Electro Wizard
Zap Giant Baby Dragon
Golden Knight

Defense Synergies 1 13

Zap
Electro Wizard Minions Guards Baby Dragon Witch Golden Knight
Minions
Zap Baby Dragon Electro Wizard Golden Knight
Giant
Guards
Zap Baby Dragon Witch Electro Wizard
Baby Dragon
Zap Minions Guards Witch
Witch
Zap Guards Baby Dragon Electro Wizard
Electro Wizard
Zap Minions Guards Witch
Golden Knight
Zap Minions

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 Minions Baby Dragon Electro Wizard Golden Knight
Zap Minions Witch Electro Wizard
Witch Minions Electro Wizard
Witch Minions Guards Electro Wizard
Zap Minions Guards Baby Dragon Electro Wizard
Minions Electro Wizard Zap Baby Dragon Witch
Zap Baby Dragon Electro Wizard Golden Knight
Witch Minions
Guards Electro Wizard
Minions Guards Witch Electro Wizard Zap Baby Dragon
Minions Zap Baby Dragon Witch Electro Wizard
Zap Minions Guards Witch Electro Wizard
Zap Minions Guards Baby Dragon Witch Electro Wizard Golden Knight
Electro Wizard
Zap Electro Wizard
Minions Witch Electro Wizard
Zap Minions Guards Baby Dragon Witch Electro Wizard Golden Knight
Zap Baby Dragon Witch Minions Guards Electro Wizard
Electro Wizard
Minions Guards Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Guards Zap Witch Electro Wizard
Electro Wizard Zap Baby Dragon
Guards Zap Minions Witch Electro Wizard Golden Knight
Guards Zap Electro Wizard
Guards Witch
Zap Minions Baby Dragon Witch Electro Wizard
Guards Minions Witch Electro Wizard
Zap Electro Wizard Minions Baby Dragon Witch
Witch Guards
Minions Guards Witch Golden Knight
Zap Guards Electro Wizard
Guards Witch Golden Knight
Baby Dragon Witch
Guards Witch Electro Wizard Zap Minions Baby Dragon Golden Knight
Minions Zap Baby Dragon Witch Electro Wizard Golden Knight

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.)

Guards Baby Dragon Golden Knight
Zap Baby Dragon Electro Wizard Golden Knight
Baby Dragon
Guards
Zap Baby Dragon
Zap Minions Baby Dragon Witch
Baby Dragon Witch
Zap Baby Dragon
Zap Golden Knight
Minions Guards Electro Wizard
Zap Electro Wizard Golden Knight
Zap Baby Dragon
Baby Dragon Golden Knight
Minions Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch Golden Knight
Baby Dragon
Minions
Zap Baby Dragon Electro Wizard
Zap Baby Dragon Witch Golden Knight
Minions Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Witch
Zap Baby Dragon Witch Electro Wizard Golden Knight
Zap Baby Dragon Witch Golden Knight
Zap Baby Dragon Golden Knight
Zap Baby Dragon Witch Electro Wizard
Zap Electro Wizard Minions Guards Witch
Zap
Zap Electro Wizard
Zap Electro Wizard Minions Guards Witch
Zap Baby Dragon Witch Electro Wizard
Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
Zap Minions Guards Baby Dragon Witch Electro Wizard Golden Knight
Zap Witch Electro Wizard
Zap Baby Dragon Witch Electro Wizard Golden Knight

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