My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Spear Goblins Firecracker 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.

Skeletons Spear Goblins Firecracker Witch Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage Tornado

Punishments

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

Electro Giant 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.

Spear Goblins Electro Giant 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.

Firecracker

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
Skeletons Spear Goblins
Giant Snowball
Skeletons Spear Goblins Witch
Zap
Skeletons Spear Goblins Firecracker Witch
Barbarian Barrel
Skeletons Spear Goblins Firecracker Witch
The Log
Skeletons Spear Goblins Firecracker Witch
Earthquake
Skeletons Spear Goblins Firecracker Witch
Arrows
Skeletons Spear Goblins Firecracker Witch
Royal Delivery
Skeletons Spear Goblins Firecracker Witch
Fireball
Firecracker Witch
Poison
Spear Goblins Firecracker Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Giant Mega Knight

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.

Spear Goblins Rage Tornado Electro Giant Mega Knight

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins Rage Firecracker Tornado Witch Electro Giant Mega Knight

Shortest cycle

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

8 Skeletons Spear Goblins Rage Firecracker

Attack Synergies 2 7

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.

Skeletons
Spear Goblins
Firecracker Mega Knight
Firecracker
Spear Goblins Tornado Mega Knight
Rage
Witch
Tornado
Electro Giant Firecracker Witch Mega Knight
Witch
Rage Tornado Mega Knight
Electro Giant
Tornado
Mega Knight
Spear Goblins Firecracker Tornado Witch

Defense Synergies 0 12

Skeletons
Spear Goblins Firecracker Tornado Witch
Spear Goblins
Skeletons Firecracker Mega Knight
Firecracker
Skeletons Spear Goblins Tornado Mega Knight
Rage
Tornado
Skeletons Firecracker Witch Electro Giant Mega Knight
Witch
Skeletons Tornado Mega Knight
Electro Giant
Tornado
Mega Knight
Spear Goblins Firecracker Tornado 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.

Spear Goblins Firecracker
Skeletons Firecracker Witch Mega Knight
Tornado Witch Mega Knight Skeletons
Witch Skeletons Firecracker Mega Knight
Firecracker Tornado Mega Knight
Tornado Skeletons Spear Goblins Firecracker Mega Knight
Tornado Spear Goblins Firecracker Witch
Electro Giant Mega Knight
Witch Skeletons Tornado
Tornado Skeletons Spear Goblins Firecracker Mega Knight
Witch Skeletons Spear Goblins Firecracker Tornado Electro Giant Mega Knight
Spear Goblins Firecracker Tornado Witch
Mega Knight Skeletons Witch
Mega Knight Firecracker Tornado Witch
Mega Knight
Tornado Electro Giant Mega Knight
Mega Knight Skeletons Firecracker Tornado Witch
Mega Knight Spear Goblins Firecracker Tornado Witch
Tornado Witch Spear Goblins Firecracker Mega Knight
Tornado
Mega Knight Spear Goblins Firecracker Witch Electro Giant

Counters to secondary win conditions

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

Mega Knight Skeletons Spear Goblins Witch Electro Giant
Firecracker Mega Knight
Mega Knight Skeletons Spear Goblins Witch
Mega Knight Tornado
Skeletons Witch Mega Knight
Firecracker Electro Giant Skeletons Tornado Witch
Skeletons Spear Goblins Witch
Mega Knight
Mega Knight Skeletons Spear Goblins Firecracker Tornado Witch
Witch Skeletons
Mega Knight Witch
Mega Knight Tornado Electro Giant
Mega Knight Skeletons Witch
Firecracker Witch Electro Giant Mega Knight
Witch Electro Giant Skeletons Spear Goblins Firecracker Tornado
Mega Knight Firecracker Witch Electro Giant

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.)

Firecracker
Firecracker Tornado
Firecracker
Firecracker Mega Knight
Firecracker Electro Giant Spear Goblins Tornado Witch
Firecracker Tornado Witch
Firecracker Tornado
Firecracker Tornado
Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker
Firecracker
Firecracker
Spear Goblins Firecracker Witch
Firecracker Mega Knight
Tornado
Firecracker Mega Knight
Firecracker Tornado Witch Electro Giant Mega Knight
Mega Knight
Tornado
Tornado
Firecracker Tornado Electro Giant Witch Mega Knight
Witch
Firecracker Tornado Witch
Tornado Witch Mega Knight
Firecracker Tornado
Firecracker Tornado Witch Electro Giant
Firecracker Witch Electro Giant
Mega Knight
Firecracker
Mega Knight
Firecracker
Spear Goblins Witch
Firecracker Tornado Witch
Firecracker Mega Knight
Firecracker
Tornado Electro Giant
Firecracker Mega Knight
Electro Giant Firecracker Tornado Witch
Firecracker Tornado Witch
Firecracker Tornado Witch Electro Giant Mega Knight
Firecracker Mega Knight

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