My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard Inferno Dragon

Defensive buildings

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

Tombstone

Investments

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

Tombstone Giant Witch Balloon Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant Balloon

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 Balloon

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 Balloon

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.

Balloon 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
Giant Skeleton Army Balloon Inferno Dragon
Giant Snowball
Tombstone Skeleton Army Witch Balloon Inferno Dragon
Zap
Tombstone Skeleton Army Witch Balloon Inferno Dragon
Barbarian Barrel
Tombstone Skeleton Army Witch Electro Wizard
The Log
Tombstone Skeleton Army Witch
Earthquake
Tombstone Skeleton Army Witch
Arrows
Tombstone Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Balloon Electro Wizard Inferno Dragon
Fireball
Tombstone Skeleton Army Witch Balloon Electro Wizard Inferno Dragon
Poison
Tombstone Skeleton Army Witch Balloon Electro Wizard
Lightning
Tombstone Witch Balloon Electro Wizard Inferno Dragon
Rocket
Witch Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Tombstone Skeleton Army Inferno Dragon

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.

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 Tombstone Skeleton Army Electro Wizard Inferno Dragon Giant Witch Balloon

Shortest cycle

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

12 Zap Tombstone Skeleton Army Electro Wizard

Attack Synergies 3 5

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 Balloon Electro Wizard Witch
Tombstone
Giant
Zap Witch Balloon Electro Wizard
Skeleton Army
Witch
Zap Giant
Balloon
Zap Giant Electro Wizard
Electro Wizard
Zap Giant Balloon
Inferno Dragon

Defense Synergies 1 10

Zap
Electro Wizard Tombstone Skeleton Army Witch Inferno Dragon
Tombstone
Zap Electro Wizard Inferno Dragon
Giant
Skeleton Army
Zap Electro Wizard Inferno Dragon
Witch
Zap Electro Wizard
Balloon
Electro Wizard
Zap Tombstone Skeleton Army Witch Inferno Dragon
Inferno Dragon
Zap Tombstone Skeleton Army Electro Wizard

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 Tombstone Electro Wizard
Skeleton Army Inferno Dragon Zap Tombstone Witch Electro Wizard
Skeleton Army Witch Tombstone Electro Wizard Inferno Dragon
Skeleton Army Witch Inferno Dragon Tombstone Electro Wizard
Tombstone Skeleton Army
Skeleton Army Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Tombstone Witch
Zap Electro Wizard
Witch Inferno Dragon Tombstone Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Zap Tombstone
Inferno Dragon Zap Witch Electro Wizard
Tombstone Skeleton Army Zap Witch Electro Wizard
Skeleton Army Zap Tombstone Witch Electro Wizard
Skeleton Army Inferno Dragon Tombstone Electro Wizard
Skeleton Army Zap Electro Wizard Inferno Dragon
Tombstone Skeleton Army Witch Electro Wizard
Tombstone Zap Skeleton Army Witch Electro Wizard
Zap Witch Tombstone Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Skeleton Army Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Tombstone Witch Electro Wizard
Electro Wizard Zap Inferno Dragon
Tombstone Skeleton Army Zap Witch Electro Wizard
Skeleton Army Zap Electro Wizard
Tombstone Skeleton Army Witch Inferno Dragon
Zap Witch Electro Wizard
Skeleton Army Tombstone Witch Electro Wizard
Skeleton Army Inferno Dragon
Zap Electro Wizard Tombstone Skeleton Army Witch Inferno Dragon
Witch Tombstone Skeleton Army Inferno Dragon
Inferno Dragon Tombstone Witch
Skeleton Army Zap Electro Wizard
Skeleton Army Tombstone Witch
Skeleton Army Witch
Tombstone Skeleton Army Witch Electro Wizard Zap Inferno Dragon
Zap Witch Electro Wizard Inferno Dragon

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
Zap
Zap Witch
Witch
Zap
Zap
Electro Wizard
Zap Electro Wizard
Zap
Zap
Zap Witch
Zap Electro Wizard
Zap Witch
Zap
Zap Witch
Witch Inferno Dragon
Zap Witch Electro Wizard
Zap Witch
Zap
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
Zap Electro Wizard Tombstone Skeleton Army Witch
Zap Witch Electro Wizard
Electro Wizard
Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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