My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Inferno Tower Witch

Defensive buildings

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

Inferno Tower

Investments

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

Firecracker Royal Giant Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal 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.

Royal 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
Royal Giant Guards
Giant Snowball
Guards Witch
Zap
Firecracker Royal Giant Inferno Tower Guards Witch
Barbarian Barrel
Firecracker Inferno Tower Guards Witch
The Log
Firecracker Royal Giant Guards Witch
Earthquake
Firecracker Inferno Tower Guards Witch
Arrows
Firecracker Guards Witch
Royal Delivery
Firecracker Guards Witch
Fireball
Firecracker Inferno Tower Witch
Poison
Firecracker Inferno Tower Guards Witch
Lightning
Inferno Tower Witch
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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.

Arrows Inferno Tower Guards Mega Knight

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Guards Inferno Tower Witch Royal Giant Mega Knight

Shortest cycle

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

11 Zap Arrows Firecracker Guards

Attack Synergies 4 9

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
Arrows Firecracker Royal Giant Guards Witch Mega Knight
Arrows
Zap Royal Giant Mega Knight
Firecracker
Zap Royal Giant Mega Knight
Royal Giant
Arrows Firecracker Zap Guards Witch
Inferno Tower
Guards
Zap Royal Giant
Witch
Zap Royal Giant Mega Knight
Mega Knight
Zap Arrows Firecracker Witch

Defense Synergies 3 12

Zap
Mega Knight Arrows Firecracker Inferno Tower Guards Witch
Arrows
Mega Knight Zap Inferno Tower
Firecracker
Zap Inferno Tower Guards Mega Knight
Royal Giant
Inferno Tower
Guards Zap Arrows Firecracker Mega Knight
Guards
Inferno Tower Zap Firecracker Witch
Witch
Zap Guards Mega Knight
Mega Knight
Zap Arrows Firecracker Inferno Tower 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 Firecracker Inferno Tower
Inferno Tower Zap Firecracker Witch Mega Knight
Inferno Tower Witch Mega Knight
Inferno Tower Witch Firecracker Guards Mega Knight
Arrows Firecracker Mega Knight
Arrows Zap Firecracker Guards Mega Knight
Inferno Tower Zap Arrows Firecracker Witch
Zap Arrows Inferno Tower Mega Knight
Inferno Tower Witch
Guards Firecracker Inferno Tower Mega Knight
Guards Witch Zap Arrows Firecracker Mega Knight
Arrows Inferno Tower Zap Firecracker Witch
Inferno Tower Mega Knight Zap Guards Witch
Mega Knight Zap Arrows Firecracker Guards Witch
Inferno Tower Mega Knight
Inferno Tower Zap Mega Knight
Mega Knight Arrows Firecracker Inferno Tower Witch
Arrows Mega Knight Zap Firecracker Guards Witch
Zap Arrows Witch Firecracker Guards Mega Knight
Inferno Tower
Mega Knight Arrows Firecracker Guards Witch

Counters to secondary win conditions

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

Guards Mega Knight Zap Inferno Tower Witch
Zap Arrows Firecracker Mega Knight
Guards Mega Knight Zap Inferno Tower Witch
Guards Mega Knight Zap Inferno Tower
Inferno Tower Guards Witch Mega Knight
Arrows Firecracker Zap Witch
Guards Inferno Tower Witch
Inferno Tower Mega Knight
Zap Mega Knight Firecracker Inferno Tower Witch
Inferno Tower Witch Guards
Mega Knight Inferno Tower Guards Witch
Mega Knight Zap Arrows Guards
Mega Knight Inferno Tower Guards Witch
Firecracker Witch Mega Knight
Inferno Tower Guards Witch Zap Firecracker
Arrows Mega Knight Zap Firecracker Inferno Tower Witch
Zap Arrows Inferno Tower
Mega Knight
Inferno Tower Guards

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.)

Arrows Firecracker Guards
Arrows Firecracker Zap
Arrows
Arrows Firecracker Guards
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap Witch
Arrows Firecracker Witch
Arrows Zap Firecracker
Arrows Zap Firecracker
Guards
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows
Zap Arrows Firecracker Mega Knight
Zap Arrows Firecracker Witch Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Zap Witch
Zap Arrows Witch Mega Knight
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Zap Firecracker Guards Witch
Zap Arrows Mega Knight
Zap Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Guards Witch
Zap Arrows Firecracker Witch
Arrows
Firecracker Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker Mega Knight
Zap Firecracker Guards Witch
Firecracker Zap Witch
Zap Firecracker Witch Mega Knight
Firecracker Mega Knight

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