My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Electro Dragon 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.

Skeleton Barrel Wizard Witch Electro Dragon Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Missing

Punishments

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

Skeleton Barrel 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.

Skeleton Barrel

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon

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 Barrel Skeleton Army

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.

Wizard 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.

Mirror Skeleton Barrel Skeleton Army Electro Wizard Golden Knight Wizard Witch Electro Dragon

Shortest cycle

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

10 Mirror Skeleton Barrel Skeleton Army Electro Wizard

Attack Synergies 0 4

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.

Skeleton Barrel
Mirror Witch Golden Knight
Wizard
Mirror
Skeleton Barrel Skeleton Army
Skeleton Army
Mirror
Witch
Skeleton Barrel
Electro Dragon
Electro Wizard
Golden Knight
Skeleton Barrel

Defense Synergies 1 10

Skeleton Barrel
Wizard
Skeleton Army Electro Wizard Golden Knight
Mirror
Skeleton Army Electro Dragon Electro Wizard
Skeleton Army
Mirror Wizard Electro Dragon Electro Wizard
Witch
Electro Dragon Electro Wizard
Electro Dragon
Mirror Skeleton Army Witch Electro Wizard
Electro Wizard
Wizard Mirror Skeleton Army Witch Electro Dragon
Golden Knight
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.

Skeleton Barrel Wizard Electro Dragon Electro Wizard Golden Knight
Skeleton Army Witch Electro Dragon Electro Wizard
Skeleton Army Witch Electro Dragon Electro Wizard
Skeleton Army Witch Electro Dragon Electro Wizard
Skeleton Army
Skeleton Army Electro Dragon Electro Wizard
Electro Wizard Wizard Witch Electro Dragon
Skeleton Barrel Electro Dragon Electro Wizard Golden Knight
Witch Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Wizard Electro Dragon
Wizard Witch Electro Dragon Electro Wizard
Skeleton Army Wizard Witch Electro Dragon Electro Wizard
Wizard Skeleton Army Witch Electro Dragon Electro Wizard Golden Knight
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Wizard Skeleton Army Witch Electro Dragon Electro Wizard
Wizard Skeleton Army Witch Electro Dragon Electro Wizard Golden Knight
Wizard Witch Electro Dragon Electro Wizard
Electro Wizard
Wizard Skeleton Army Witch Electro Dragon Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Witch Electro Wizard
Electro Wizard Skeleton Barrel Wizard Electro Dragon
Skeleton Army Witch Electro Dragon Electro Wizard Golden Knight
Skeleton Army Electro Wizard
Skeleton Army Witch
Wizard Skeleton Barrel Witch Electro Dragon Electro Wizard
Skeleton Army Witch Electro Wizard
Skeleton Army
Electro Dragon Electro Wizard Skeleton Army Witch
Witch Skeleton Army
Witch Electro Dragon Golden Knight
Skeleton Army Electro Wizard
Skeleton Army Wizard Witch Golden Knight
Wizard Skeleton Army Witch Electro Dragon
Skeleton Army Witch Electro Dragon Electro Wizard Golden Knight
Wizard Witch Electro Dragon Electro Wizard Golden Knight
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.)

Skeleton Barrel Electro Dragon Golden Knight
Skeleton Barrel Electro Dragon Electro Wizard Golden Knight
Skeleton Barrel Electro Dragon
Skeleton Barrel
Wizard
Wizard Skeleton Barrel Witch Electro Dragon
Wizard Witch
Skeleton Barrel Wizard Electro Dragon
Skeleton Barrel Wizard Electro Dragon Golden Knight
Electro Dragon Electro Wizard
Skeleton Barrel Wizard Electro Dragon Electro Wizard Golden Knight
Wizard Electro Dragon
Skeleton Barrel Golden Knight
Skeleton Barrel Electro Dragon
Skeleton Barrel
Skeleton Barrel Wizard Witch Electro Dragon Golden Knight
Skeleton Barrel Wizard Electro Dragon
Skeleton Barrel Wizard Electro Dragon Electro Wizard
Skeleton Barrel Wizard Witch Electro Dragon Golden Knight
Wizard
Skeleton Barrel Electro Dragon
Wizard Witch Electro Dragon
Witch
Skeleton Barrel Wizard Witch Electro Dragon Electro Wizard Golden Knight
Skeleton Barrel Wizard Witch Electro Dragon Golden Knight
Skeleton Barrel Golden Knight
Wizard Witch Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Skeleton Barrel Wizard Witch
Wizard Electro Dragon
Electro Dragon Electro Wizard
Wizard
Skeleton Barrel Electro Wizard Skeleton Army Witch Electro Dragon
Wizard Witch Electro Dragon Electro Wizard
Wizard Electro Dragon Electro Wizard
Skeleton Barrel Wizard Electro Dragon
Electro Dragon
Electro Dragon Witch Electro Wizard Golden Knight
Witch Electro Dragon Electro Wizard
Electro Dragon Skeleton Barrel Witch Electro Wizard Golden Knight
Wizard Electro Dragon

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