My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Musketeer 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.

Spear Goblins Knight Firecracker Musketeer Witch Mega Knight

Offensive cards

Win conditions

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

Missing

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Spear Goblins Knight 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.

Musketeer 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.

Mirror Spear Goblins Zap Knight Firecracker Musketeer Witch Mega Knight

Shortest cycle

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

7 Mirror Spear Goblins Zap Knight

Attack Synergies 5 13

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.

Spear Goblins
Knight Zap Firecracker Mega Knight
Zap
Firecracker Mirror Spear Goblins Knight Musketeer Witch Mega Knight
Knight
Spear Goblins Firecracker Musketeer Zap Witch
Firecracker
Zap Knight Spear Goblins Mirror Mega Knight
Musketeer
Knight Zap Mirror Mega Knight
Mirror
Zap Firecracker Musketeer
Witch
Zap Knight Mega Knight
Mega Knight
Spear Goblins Zap Firecracker Musketeer Witch

Defense Synergies 5 16

Spear Goblins
Knight Zap Firecracker Musketeer Mega Knight
Zap
Mirror Mega Knight Spear Goblins Knight Firecracker Musketeer Witch
Knight
Spear Goblins Firecracker Musketeer Zap Witch
Firecracker
Knight Spear Goblins Zap Musketeer Mirror Mega Knight
Musketeer
Knight Spear Goblins Zap Firecracker Mirror Mega Knight
Mirror
Zap Firecracker Musketeer Mega Knight
Witch
Zap Knight Mega Knight
Mega Knight
Zap Spear Goblins Firecracker Musketeer Mirror 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 Zap Knight Firecracker Musketeer
Zap Knight Firecracker Musketeer Witch Mega Knight
Witch Mega Knight Knight Musketeer
Witch Knight Firecracker Musketeer Mega Knight
Firecracker Mega Knight
Spear Goblins Zap Firecracker Musketeer Mega Knight
Musketeer Spear Goblins Zap Firecracker Witch
Zap Musketeer Mega Knight
Witch Musketeer
Knight Spear Goblins Firecracker Musketeer Mega Knight
Witch Spear Goblins Zap Knight Firecracker Musketeer Mega Knight
Musketeer Spear Goblins Zap Firecracker Witch
Mega Knight Zap Knight Musketeer Witch
Mega Knight Zap Firecracker Witch
Knight Mega Knight
Zap Mega Knight
Mega Knight Knight Firecracker Musketeer Witch
Mega Knight Spear Goblins Zap Knight Firecracker Musketeer Witch
Zap Witch Spear Goblins Knight Firecracker Musketeer Mega Knight
Musketeer
Mega Knight Spear Goblins Knight Firecracker Musketeer Witch

Counters to secondary win conditions

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

Knight Mega Knight Spear Goblins Zap Witch
Zap Knight Firecracker Musketeer Mega Knight
Mega Knight Spear Goblins Zap Knight Musketeer Witch
Mega Knight Zap Knight Musketeer
Knight Musketeer Witch Mega Knight
Firecracker Zap Musketeer Witch
Spear Goblins Knight Musketeer Witch
Mega Knight Knight
Zap Mega Knight Spear Goblins Knight Firecracker Witch
Witch Musketeer
Mega Knight Knight Musketeer Witch
Mega Knight Zap
Mega Knight Knight Witch
Firecracker Musketeer Witch Mega Knight
Witch Spear Goblins Zap Knight Firecracker Musketeer
Mega Knight Zap Firecracker Musketeer Witch
Zap

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.)

Knight Firecracker Musketeer
Firecracker Zap Musketeer
Knight Firecracker Musketeer
Zap Firecracker Mega Knight
Firecracker Spear Goblins Zap Musketeer Witch
Firecracker Musketeer Witch
Zap Firecracker
Zap Firecracker
Musketeer
Firecracker Zap Knight Musketeer
Zap Firecracker Musketeer
Knight Firecracker Musketeer
Firecracker Musketeer
Zap Firecracker Musketeer
Spear Goblins Zap Firecracker Musketeer Witch
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer Mega Knight
Zap Firecracker Witch Mega Knight
Musketeer Mega Knight
Musketeer
Zap Musketeer
Zap Firecracker Witch Mega Knight
Witch
Firecracker Zap Musketeer Witch
Zap Musketeer Witch Mega Knight
Zap Firecracker Musketeer
Zap Firecracker Musketeer Witch
Zap Firecracker Musketeer Witch
Zap Musketeer Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Spear Goblins Musketeer Witch
Zap Firecracker Musketeer Witch
Knight Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer
Zap
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer Witch
Firecracker Zap Musketeer Witch
Zap Firecracker Musketeer Witch Mega Knight
Firecracker Mega Knight

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