My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minions Firecracker 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.

Skeletons Firecracker Elixir Golem Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Elixir Golem 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
Skeletons Minions Elixir Golem Clone
Giant Snowball
Skeletons Minions Clone Witch
Zap
Skeletons Minions Firecracker Clone Witch
Barbarian Barrel
Skeletons Firecracker Elixir Golem Clone Witch
The Log
Skeletons Firecracker Elixir Golem Clone Witch
Earthquake
Skeletons Firecracker Elixir Golem Clone Witch
Arrows
Skeletons Minions Firecracker Clone Witch
Royal Delivery
Skeletons Minions Firecracker Elixir Golem Clone Witch
Fireball
Minions Firecracker Elixir Golem Clone Witch
Poison
Minions Firecracker Elixir Golem Clone Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Golem Clone 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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Minions Firecracker Elixir Golem Clone Witch Mega Knight

Shortest cycle

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

7 Mirror Skeletons Minions Firecracker

Attack Synergies 2 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.

Skeletons
Minions
Mega Knight Firecracker Elixir Golem Clone
Firecracker
Elixir Golem Minions Mirror Mega Knight
Elixir Golem
Firecracker Minions Mirror Witch
Mirror
Firecracker Elixir Golem
Clone
Minions Witch
Witch
Elixir Golem Clone Mega Knight
Mega Knight
Minions Firecracker Witch

Defense Synergies 0 9

Skeletons
Minions Firecracker Witch
Minions
Skeletons Firecracker Mega Knight
Firecracker
Skeletons Minions Mirror Mega Knight
Elixir Golem
Mirror
Firecracker Mega Knight
Clone
Witch
Skeletons Mega Knight
Mega Knight
Minions Firecracker 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.

Minions Firecracker
Skeletons Minions Firecracker Witch Mega Knight
Witch Mega Knight Skeletons Minions
Witch Skeletons Minions Firecracker Mega Knight
Firecracker Mega Knight
Skeletons Minions Firecracker Mega Knight
Minions Firecracker Witch
Mega Knight
Witch Skeletons Minions
Skeletons Firecracker Mega Knight
Minions Witch Skeletons Firecracker Mega Knight
Minions Firecracker Witch
Mega Knight Skeletons Minions Witch
Mega Knight Minions Firecracker Witch
Mega Knight
Mega Knight
Mega Knight Skeletons Minions Firecracker Witch
Mega Knight Minions Firecracker Witch
Witch Minions Firecracker Mega Knight
Mega Knight Minions Firecracker Witch

Counters to secondary win conditions

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

Mega Knight Skeletons Witch
Firecracker Mega Knight
Mega Knight Skeletons Minions Witch
Mega Knight
Skeletons Witch Mega Knight
Firecracker Skeletons Minions Witch
Skeletons Minions Witch
Mega Knight
Mega Knight Skeletons Minions Firecracker Witch
Witch Skeletons
Mega Knight Minions Witch
Mega Knight
Mega Knight Skeletons Witch
Firecracker Witch Mega Knight
Witch Skeletons Minions Firecracker
Minions Mega Knight Firecracker 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
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Minions Witch
Firecracker Witch
Firecracker
Firecracker
Minions
Firecracker
Firecracker
Firecracker
Minions Firecracker
Firecracker
Firecracker Witch
Firecracker Mega Knight
Minions
Firecracker Mega Knight
Firecracker Witch Mega Knight
Minions Mega Knight
Firecracker Witch Mega Knight
Witch
Firecracker Witch
Witch Mega Knight
Firecracker
Firecracker Witch
Minions Firecracker Witch
Mega Knight
Firecracker
Mega Knight
Firecracker
Minions Witch
Firecracker Witch
Firecracker Mega Knight
Firecracker
Firecracker Mega Knight
Minions Firecracker Witch
Firecracker Witch
Firecracker Witch Mega Knight
Firecracker Mega Knight

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