My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 Baby Dragon 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 Golem Baby Dragon 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.

Zap Arrows

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 Baby Dragon 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
Elixir Golem
Giant Snowball
Baby Dragon Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Elixir Golem Witch
The Log
Firecracker Elixir Golem Witch
Earthquake
Firecracker Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elixir Golem Baby Dragon Witch
Fireball
Firecracker Elixir Golem Baby Dragon Witch
Poison
Firecracker Elixir Golem Witch
Lightning
Baby Dragon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Baby 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.

Arrows Elixir Golem Baby Dragon 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.

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 Berserker Arrows Firecracker Elixir Golem Baby Dragon Witch Mega Knight

Shortest cycle

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

10 Zap Berserker Arrows Firecracker

Attack Synergies 3 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.

Zap
Arrows Firecracker Elixir Golem Baby Dragon Witch Mega Knight
Berserker
Arrows
Zap Elixir Golem Mega Knight
Firecracker
Zap Elixir Golem Baby Dragon Mega Knight
Elixir Golem
Firecracker Zap Arrows Baby Dragon Witch
Baby Dragon
Zap Firecracker Elixir Golem Witch Mega Knight
Witch
Zap Elixir Golem Baby Dragon Mega Knight
Mega Knight
Zap Arrows Firecracker Baby Dragon Witch

Defense Synergies 2 9

Zap
Mega Knight Arrows Firecracker Baby Dragon Witch
Berserker
Arrows
Mega Knight Zap
Firecracker
Zap Baby Dragon Mega Knight
Elixir Golem
Baby Dragon
Zap Firecracker Witch Mega Knight
Witch
Zap Baby Dragon Mega Knight
Mega Knight
Zap Arrows Firecracker Baby Dragon 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 Baby Dragon
Zap Firecracker Witch Mega Knight
Witch Mega Knight
Witch Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Zap Firecracker Baby Dragon Mega Knight
Zap Arrows Firecracker Baby Dragon Witch
Zap Arrows Baby Dragon Mega Knight
Witch
Firecracker Mega Knight
Witch Zap Arrows Firecracker Baby Dragon Mega Knight
Arrows Zap Firecracker Baby Dragon Witch
Mega Knight Zap Witch
Mega Knight Zap Arrows Firecracker Baby Dragon Witch
Mega Knight
Zap Mega Knight
Mega Knight Arrows Firecracker Witch
Arrows Mega Knight Zap Firecracker Baby Dragon Witch
Zap Arrows Baby Dragon Witch Firecracker Mega Knight
Mega Knight Arrows Firecracker Baby Dragon Witch

Counters to secondary win conditions

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

Mega Knight Zap Witch
Zap Arrows Firecracker Baby Dragon Mega Knight
Mega Knight Zap Witch
Mega Knight Zap
Witch Mega Knight
Arrows Firecracker Zap Baby Dragon Witch
Witch
Mega Knight
Zap Mega Knight Firecracker Baby Dragon Witch
Witch
Mega Knight Witch
Mega Knight Zap Arrows
Mega Knight Witch
Firecracker Baby Dragon Witch Mega Knight
Witch Zap Firecracker Baby Dragon
Arrows Mega Knight Zap Firecracker Baby Dragon Witch
Zap Arrows

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 Baby Dragon
Arrows Firecracker Zap Baby Dragon
Arrows Baby Dragon
Arrows Firecracker
Zap Arrows Firecracker Baby Dragon Mega Knight
Arrows Firecracker Zap Baby Dragon Witch
Arrows Firecracker Baby Dragon Witch
Arrows Zap Firecracker Baby Dragon
Arrows Zap Firecracker
Firecracker Zap Arrows
Zap Arrows Firecracker Baby Dragon
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon Mega Knight
Arrows
Zap Arrows Firecracker Baby Dragon Mega Knight
Zap Arrows Firecracker Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Arrows
Zap Arrows Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch Mega Knight
Witch
Arrows Firecracker Zap Baby Dragon Witch
Zap Arrows Baby Dragon Witch Mega Knight
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon Witch
Zap Firecracker Witch
Zap Arrows Mega Knight
Zap Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Witch
Zap Arrows Firecracker Baby Dragon Witch
Arrows
Firecracker Baby Dragon Mega Knight
Arrows Zap Firecracker Baby Dragon
Zap Arrows
Firecracker Mega Knight
Zap Firecracker Baby Dragon Witch
Firecracker Zap Witch
Zap Firecracker Baby Dragon Witch Mega Knight
Firecracker Mega Knight

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