My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Wizard Witch

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.

Royal Giant Giant Wizard Witch Prince

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Zap Rage

Punishments

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

Royal Giant Giant Prince

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.

Royal Giant Giant Prince

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 Giant Giant Prince
Giant Snowball
Witch
Zap
Royal Giant Witch Prince
Barbarian Barrel
Wizard Witch
The Log
Royal Giant Witch Prince
Earthquake
Witch
Arrows
Witch
Royal Delivery
Wizard Witch Prince
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Wizard Witch Prince
Rocket
Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Rage Prince

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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Giant Wizard Witch Prince Royal Giant

Shortest cycle

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

9 Mirror Zap Rage Giant

Attack Synergies 6 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 Mirror Prince Royal Giant Witch
Royal Giant
Zap Wizard Mirror Witch
Giant
Zap Rage Prince Wizard Witch
Wizard
Royal Giant Giant Rage Prince
Mirror
Zap Royal Giant
Rage
Giant Witch Wizard Prince
Witch
Rage Zap Royal Giant Giant Prince
Prince
Zap Giant Wizard Rage Witch

Defense Synergies 1 4

Zap
Mirror Witch Prince
Royal Giant
Giant
Wizard
Prince
Mirror
Zap
Rage
Witch
Zap Prince
Prince
Zap Wizard 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 Wizard
Zap Witch Prince
Witch Prince
Witch Prince
Prince
Zap
Zap Wizard Witch
Zap
Witch Prince
Prince
Witch Zap Wizard
Zap Wizard Witch
Prince Zap Wizard Witch
Wizard Zap Witch Prince
Prince
Zap Prince
Wizard Witch Prince
Zap Wizard Witch Prince
Zap Wizard Witch
Prince
Wizard Witch Prince

Counters to secondary win conditions

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

Zap Witch Prince
Zap Wizard Prince
Zap Witch Prince
Prince Zap
Witch Prince
Wizard Zap Witch
Prince Witch
Prince
Zap Witch Prince
Witch
Witch Prince
Zap Prince
Prince Wizard Witch
Wizard Witch
Witch Zap Prince
Zap Wizard Witch

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
Prince
Wizard Zap
Wizard Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Prince
Zap Wizard Prince
Zap Wizard
Zap Prince
Zap Wizard Witch
Wizard
Zap Wizard Prince
Zap Wizard Witch
Prince
Wizard
Prince
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch Prince
Zap
Zap Wizard Witch
Zap Wizard Witch
Zap Wizard
Zap
Prince
Wizard
Zap Witch Prince
Zap Wizard Witch
Wizard Prince
Zap Wizard
Zap
Prince
Zap Witch
Zap Witch
Zap Witch Prince

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