My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Goblin Hut Wizard Witch Electro Wizard Magic Archer

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Wizard Witch Giant Skeleton Electro Wizard Magic Archer 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.

Poison

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.

Poison

Dropped at the bridge

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

Giant Skeleton Magic Archer 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.

Giant Skeleton Electro Wizard Magic Archer

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
Giant Skeleton
Giant Snowball
Goblin Hut Witch
Zap
Goblin Hut Witch
Barbarian Barrel
Goblin Hut Wizard Witch Giant Skeleton Electro Wizard Magic Archer
The Log
Goblin Hut Witch Giant Skeleton
Earthquake
Goblin Hut Witch
Arrows
Goblin Hut Witch
Royal Delivery
Goblin Hut Wizard Witch Giant Skeleton Electro Wizard Magic Archer
Fireball
Goblin Hut Wizard Witch Electro Wizard Magic Archer
Poison
Goblin Hut Wizard Witch Electro Wizard Magic Archer
Lightning
Goblin Hut Wizard Witch Electro Wizard Magic Archer
Rocket
Goblin Hut Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison Magic Archer 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.

Poison Giant Skeleton 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.

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.

Poison Electro Wizard Magic Archer Goblin Hut Wizard Witch Giant Skeleton Mega Knight

Shortest cycle

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

17 Poison Electro Wizard Magic Archer Goblin Hut

Attack Synergies 0 14

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.

Goblin Hut
Giant Skeleton Magic Archer Mega Knight
Wizard
Giant Skeleton Mega Knight
Poison
Giant Skeleton Mega Knight
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Goblin Hut Wizard Poison Witch Electro Wizard Magic Archer
Electro Wizard
Giant Skeleton Magic Archer Mega Knight
Magic Archer
Goblin Hut Giant Skeleton Electro Wizard Mega Knight
Mega Knight
Goblin Hut Wizard Poison Witch Electro Wizard Magic Archer

Defense Synergies 0 16

Goblin Hut
Wizard Giant Skeleton Electro Wizard
Wizard
Goblin Hut Giant Skeleton Electro Wizard Mega Knight
Poison
Electro Wizard Mega Knight
Witch
Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Goblin Hut Wizard Witch Electro Wizard Magic Archer
Electro Wizard
Goblin Hut Wizard Poison Witch Giant Skeleton Magic Archer Mega Knight
Magic Archer
Giant Skeleton Electro Wizard Mega Knight
Mega Knight
Wizard Poison Witch Electro Wizard Magic Archer

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.

Goblin Hut Wizard Electro Wizard Magic Archer
Goblin Hut Witch Electro Wizard Mega Knight
Goblin Hut Witch Mega Knight Giant Skeleton Electro Wizard
Goblin Hut Witch Electro Wizard Mega Knight
Poison Giant Skeleton Mega Knight
Electro Wizard Magic Archer Mega Knight
Electro Wizard Goblin Hut Wizard Poison Witch Magic Archer
Poison Giant Skeleton Electro Wizard Magic Archer Mega Knight
Witch Goblin Hut
Giant Skeleton Electro Wizard Mega Knight
Poison Witch Electro Wizard Goblin Hut Wizard Giant Skeleton Magic Archer Mega Knight
Goblin Hut Wizard Poison Witch Electro Wizard Magic Archer
Goblin Hut Mega Knight Wizard Witch Giant Skeleton Electro Wizard
Wizard Mega Knight Goblin Hut Poison Witch Electro Wizard Magic Archer
Goblin Hut Electro Wizard Mega Knight
Goblin Hut Electro Wizard Mega Knight
Wizard Mega Knight Goblin Hut Poison Witch Electro Wizard
Mega Knight Goblin Hut Wizard Witch Electro Wizard Magic Archer
Wizard Poison Witch Goblin Hut Giant Skeleton Electro Wizard Magic Archer Mega Knight
Goblin Hut Electro Wizard
Wizard Mega Knight Poison Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Goblin Hut Witch Giant Skeleton Electro Wizard
Poison Electro Wizard Wizard Magic Archer Mega Knight
Giant Skeleton Mega Knight Goblin Hut Witch Electro Wizard
Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Goblin Hut Witch Mega Knight
Wizard Poison Goblin Hut Witch Electro Wizard Magic Archer
Goblin Hut Witch Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight
Giant Skeleton Electro Wizard Mega Knight Goblin Hut Poison Witch Magic Archer
Witch Goblin Hut
Mega Knight Goblin Hut Witch Giant Skeleton
Mega Knight Poison Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Wizard Witch
Wizard Witch Magic Archer Mega Knight
Goblin Hut Witch Electro Wizard Poison Giant Skeleton Magic Archer
Poison Mega Knight Goblin Hut Wizard Witch Giant Skeleton Electro Wizard Magic Archer
Goblin Hut 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.)

Poison Magic Archer Giant Skeleton
Poison Electro Wizard Magic Archer
Goblin Hut Poison Giant Skeleton Magic Archer
Poison Giant Skeleton
Wizard Poison Magic Archer Mega Knight
Wizard Poison Witch Magic Archer
Wizard Poison Witch Magic Archer
Poison Wizard Magic Archer
Poison Wizard
Poison Electro Wizard
Poison Wizard Electro Wizard Magic Archer
Poison Wizard Magic Archer
Poison Goblin Hut Magic Archer
Poison Magic Archer
Goblin Hut Poison Magic Archer
Goblin Hut Wizard Poison Witch Magic Archer
Magic Archer Goblin Hut Wizard Poison Mega Knight
Poison
Wizard Poison Electro Wizard Magic Archer Mega Knight
Wizard Poison Witch Magic Archer Mega Knight
Poison Giant Skeleton Magic Archer Mega Knight
Wizard Poison
Poison
Poison Wizard Witch Magic Archer Mega Knight
Witch
Poison Wizard Witch Electro Wizard Magic Archer
Wizard Poison Witch Magic Archer Mega Knight
Poison Magic Archer
Poison Wizard Witch Electro Wizard Magic Archer
Electro Wizard Goblin Hut Wizard Poison Witch
Poison Wizard Magic Archer Mega Knight
Poison Electro Wizard Magic Archer
Giant Skeleton Mega Knight
Wizard Poison Magic Archer
Electro Wizard Goblin Hut Witch Magic Archer
Poison Wizard Witch Electro Wizard Magic Archer
Poison Wizard Electro Wizard Magic Archer Mega Knight
Wizard Poison Magic Archer
Poison Giant Skeleton
Mega Knight
Poison Witch Giant Skeleton Electro Wizard Magic Archer
Poison Witch Electro Wizard Magic Archer
Poison Witch Giant Skeleton Electro Wizard Magic Archer Mega Knight
Wizard Mega Knight
Poison

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