My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Dragon Mother 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.

Firecracker Elixir Collector Rune Giant Electro Dragon Mother Witch Mega Knight

Offensive cards

Win conditions

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

Rune Giant

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.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Rune 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 Electro Dragon

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
Clone
Giant Snowball
Clone Electro Dragon
Zap
Firecracker Clone
Barbarian Barrel
Firecracker Clone
The Log
Firecracker Clone
Earthquake
Firecracker Elixir Collector Clone
Arrows
Firecracker Clone
Royal Delivery
Firecracker Clone Electro Dragon Mother Witch
Fireball
Firecracker Elixir Collector Clone Electro Dragon Mother Witch
Poison
Firecracker Elixir Collector Clone Electro Dragon Mother Witch
Lightning
Elixir Collector Electro Dragon Mother Witch
Rocket
Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Dragon 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.

Elixir Collector Clone Rune Giant Mother Witch Mega Knight

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.

Berserker Firecracker Clone Rune Giant Mother Witch Electro Dragon Elixir Collector Mega Knight

Shortest cycle

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

12 Berserker Firecracker Clone Rune Giant

Attack Synergies 1 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.

Berserker
Rune Giant
Firecracker
Mega Knight
Elixir Collector
Clone
Rune Giant
Berserker
Electro Dragon
Mother Witch Mega Knight
Mother Witch
Electro Dragon Mega Knight
Mega Knight
Firecracker Electro Dragon Mother Witch

Defense Synergies 0 3

Berserker
Firecracker
Electro Dragon Mega Knight
Elixir Collector
Clone
Rune Giant
Electro Dragon
Firecracker
Mother Witch
Mega Knight
Mega Knight
Firecracker 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.

Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Mega Knight Electro Dragon
Firecracker Electro Dragon Mega Knight
Firecracker Mega Knight
Firecracker Electro Dragon Mother Witch Mega Knight
Firecracker Electro Dragon
Electro Dragon Mega Knight
Firecracker Mega Knight
Berserker Mother Witch Firecracker Electro Dragon Mega Knight
Firecracker Electro Dragon
Mega Knight Electro Dragon
Mega Knight Firecracker Electro Dragon
Mega Knight
Mega Knight
Mega Knight Firecracker Electro Dragon
Mega Knight Firecracker Electro Dragon
Firecracker Electro Dragon Mother Witch Mega Knight
Mega Knight Firecracker Electro Dragon Mother Witch

Counters to secondary win conditions

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

Mega Knight
Firecracker Electro Dragon Mega Knight
Mega Knight Electro Dragon
Mega Knight
Mega Knight
Firecracker Mother Witch Electro Dragon
Mega Knight
Electro Dragon Mega Knight Firecracker
Mega Knight Electro Dragon
Mega Knight
Mega Knight
Firecracker Electro Dragon Mega Knight
Electro Dragon Firecracker
Mega Knight Firecracker Electro Dragon Mother 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.)

Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker
Firecracker Mega Knight
Firecracker Mother Witch Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Firecracker Electro Dragon Mega Knight
Firecracker Electro Dragon Mother Witch Mega Knight
Mega Knight
Electro Dragon
Firecracker Mother Witch Electro Dragon Mega Knight
Firecracker Electro Dragon
Electro Dragon Mega Knight
Firecracker
Firecracker Electro Dragon Mother Witch
Electro Dragon Firecracker
Electro Dragon Mega Knight
Firecracker Electro Dragon
Mega Knight
Firecracker
Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Electro Dragon Firecracker
Firecracker Electro Dragon
Electro Dragon Firecracker Mega Knight
Firecracker Electro Dragon Mega Knight

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