My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Hunter Electro Wizard Mother 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.

Hunter Electro Wizard Mother Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Ram 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.

Ram 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.

Electro Wizard 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
Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Ram Rider
Zap
Skeleton Army Ram Rider
Barbarian Barrel
Skeleton Army Hunter Electro Wizard
The Log
Skeleton Army Hunter Ram Rider
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Hunter Electro Wizard Mother Witch Ram Rider
Fireball
Skeleton Army Hunter Electro Wizard Mother Witch Ram Rider
Poison
Skeleton Army Hunter Electro Wizard Mother Witch
Lightning
Hunter Electro Wizard Mother Witch Ram Rider
Rocket
Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter 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.

Skeleton Army Mother Witch Mega Knight

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.

Skeleton Army

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.

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.

Mirror Zap Skeleton Army Hunter Electro Wizard Mother Witch Ram Rider Mega Knight

Shortest cycle

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

9 Mirror Zap Skeleton Army Hunter

Attack Synergies 3 12

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
Mirror Electro Wizard Ram Rider Hunter Mother Witch Mega Knight
Mirror
Zap Skeleton Army Ram Rider
Skeleton Army
Mirror
Hunter
Zap Ram Rider Mega Knight
Electro Wizard
Zap Ram Rider Mega Knight
Mother Witch
Zap Ram Rider Mega Knight
Ram Rider
Zap Mirror Hunter Electro Wizard Mother Witch Mega Knight
Mega Knight
Zap Hunter Electro Wizard Mother Witch Ram Rider

Defense Synergies 4 14

Zap
Mirror Electro Wizard Mega Knight Skeleton Army Hunter Mother Witch Ram Rider
Mirror
Zap Skeleton Army Hunter Electro Wizard Mega Knight
Skeleton Army
Mirror Zap Electro Wizard
Hunter
Zap Mirror Electro Wizard Ram Rider Mega Knight
Electro Wizard
Zap Mirror Skeleton Army Hunter Ram Rider Mega Knight
Mother Witch
Zap Mega Knight
Ram Rider
Zap Hunter Electro Wizard
Mega Knight
Zap Mirror Hunter Electro Wizard Mother 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 Electro Wizard Ram Rider
Skeleton Army Hunter Zap Electro Wizard Ram Rider Mega Knight
Skeleton Army Hunter Ram Rider Mega Knight Electro Wizard
Skeleton Army Hunter Electro Wizard Ram Rider Mega Knight
Skeleton Army Mega Knight
Skeleton Army Zap Hunter Electro Wizard Mother Witch Mega Knight
Hunter Electro Wizard Ram Rider Zap
Zap Electro Wizard Ram Rider Mega Knight
Hunter Skeleton Army
Skeleton Army Hunter Electro Wizard Mega Knight
Skeleton Army Electro Wizard Mother Witch Zap Hunter Ram Rider Mega Knight
Hunter Zap Electro Wizard Ram Rider
Skeleton Army Hunter Mega Knight Zap Electro Wizard Ram Rider
Skeleton Army Mega Knight Zap Hunter Electro Wizard
Skeleton Army Hunter Electro Wizard Ram Rider Mega Knight
Skeleton Army Zap Hunter Electro Wizard Ram Rider Mega Knight
Mega Knight Skeleton Army Hunter Electro Wizard
Mega Knight Zap Skeleton Army Hunter Electro Wizard Ram Rider
Zap Hunter Electro Wizard Mother Witch Ram Rider Mega Knight
Hunter Electro Wizard Ram Rider
Skeleton Army Mega Knight Hunter Electro Wizard Mother Witch
Hunter

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Wizard
Electro Wizard Zap Hunter Mega Knight
Skeleton Army Mega Knight Zap Hunter Electro Wizard Ram Rider
Skeleton Army Hunter Mega Knight Zap Electro Wizard Ram Rider
Skeleton Army Hunter Ram Rider Mega Knight
Mother Witch Zap Hunter Electro Wizard Ram Rider
Skeleton Army Hunter Electro Wizard Ram Rider
Mega Knight Skeleton Army Hunter
Zap Electro Wizard Mega Knight Skeleton Army
Skeleton Army
Mega Knight Hunter
Skeleton Army Mega Knight Zap Electro Wizard
Skeleton Army Mega Knight Hunter Ram Rider
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Zap Hunter
Mega Knight Zap Hunter Electro Wizard Mother Witch
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 Ram Rider
Zap Mega Knight
Mother Witch Zap Hunter Ram Rider
Zap Hunter Ram Rider
Zap Ram Rider
Electro Wizard
Zap Electro Wizard Ram Rider
Zap
Hunter
Zap
Zap Hunter
Mega Knight
Zap Hunter Electro Wizard Mega Knight
Zap Mother Witch Mega Knight
Mega Knight
Zap
Zap Mother Witch Hunter Mega Knight
Zap Hunter Electro Wizard Ram Rider
Zap Ram Rider Mega Knight
Zap
Zap Hunter Electro Wizard Mother Witch
Zap Electro Wizard
Zap Hunter Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Skeleton Army
Zap Hunter Electro Wizard Ram Rider
Hunter Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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