My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Witch

Defensive buildings

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

Bomb 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 Suspicious Bush Witch Electro Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Fireball

Punishments

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

Hog Rider Electro Giant Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Hog Rider Electro 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 Hog Rider

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
Hog Rider
Giant Snowball
Hog Rider Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Bomb Tower Witch
The Log
Firecracker Suspicious Bush Hog Rider Witch
Earthquake
Firecracker Bomb Tower Hog Rider Witch
Arrows
Firecracker Suspicious Bush Witch
Royal Delivery
Firecracker Hog Rider Witch
Fireball
Firecracker Suspicious Bush Bomb Tower Hog Rider Witch
Poison
Firecracker Suspicious Bush Bomb Tower Witch
Lightning
Bomb Tower Witch
Rocket
Bomb Tower Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Bomb Tower Electro Giant 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.

Suspicious Bush Electro Giant 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.

Fireball

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.

Fireball 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.

Suspicious Bush Firecracker Fireball Bomb Tower Hog Rider Witch Electro Giant Mega Knight

Shortest cycle

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

13 Suspicious Bush Firecracker Fireball Bomb Tower

Attack Synergies 2 5

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.

Firecracker
Hog Rider Mega Knight
Suspicious Bush
Fireball
Hog Rider Mega Knight
Bomb Tower
Hog Rider
Firecracker Fireball Witch Mega Knight
Witch
Hog Rider Mega Knight
Electro Giant
Mega Knight
Firecracker Fireball Hog Rider Witch

Defense Synergies 0 5

Firecracker
Bomb Tower Mega Knight
Suspicious Bush
Fireball
Bomb Tower Mega Knight
Bomb Tower
Firecracker Fireball
Hog Rider
Witch
Mega Knight
Electro Giant
Mega Knight
Firecracker Fireball 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.

Firecracker Fireball
Bomb Tower Firecracker Witch Mega Knight
Bomb Tower Witch Mega Knight
Bomb Tower Witch Firecracker Mega Knight
Firecracker Fireball Bomb Tower Mega Knight
Fireball Firecracker Bomb Tower Mega Knight
Firecracker Fireball Bomb Tower Witch
Fireball Bomb Tower Electro Giant Mega Knight
Witch Bomb Tower
Firecracker Mega Knight
Witch Firecracker Fireball Bomb Tower Electro Giant Mega Knight
Firecracker Fireball Witch
Bomb Tower Mega Knight Fireball Witch
Fireball Bomb Tower Mega Knight Firecracker Witch
Bomb Tower Mega Knight
Bomb Tower Fireball Electro Giant Mega Knight
Bomb Tower Mega Knight Firecracker Fireball Witch
Fireball Bomb Tower Mega Knight Firecracker Witch
Bomb Tower Witch Firecracker Fireball Mega Knight
Bomb Tower
Mega Knight Firecracker Fireball Bomb Tower Witch Electro Giant
Bomb Tower

Counters to secondary win conditions

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

Mega Knight Fireball Witch Electro Giant
Fireball Firecracker Bomb Tower Mega Knight
Mega Knight Bomb Tower Witch
Mega Knight Fireball
Witch Mega Knight
Firecracker Fireball Electro Giant Bomb Tower Witch
Fireball Bomb Tower Witch
Mega Knight Bomb Tower
Mega Knight Firecracker Fireball Bomb Tower Witch
Witch
Mega Knight Bomb Tower Witch
Mega Knight Fireball Electro Giant
Mega Knight Fireball Bomb Tower Witch
Firecracker Fireball Bomb Tower Witch Electro Giant Mega Knight
Witch Electro Giant Firecracker Fireball Bomb Tower
Mega Knight Firecracker Fireball Bomb Tower Witch Electro Giant
Fireball Bomb Tower

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.)

Fireball Firecracker
Firecracker Fireball
Fireball
Firecracker Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball Electro Giant Witch
Firecracker Witch
Fireball Firecracker
Fireball Firecracker
Fireball
Firecracker Fireball
Fireball Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Witch
Firecracker Fireball Mega Knight
Fireball
Firecracker Fireball Mega Knight
Firecracker Fireball Witch Electro Giant Mega Knight
Fireball Mega Knight
Fireball
Fireball
Firecracker Electro Giant Fireball Witch Mega Knight
Witch
Firecracker Fireball Witch
Fireball Witch Mega Knight
Fireball Firecracker
Firecracker Fireball Witch Electro Giant
Firecracker Fireball Witch Electro Giant
Fireball
Fireball Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball
Fireball Witch
Fireball Firecracker Witch
Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball
Fireball Electro Giant
Firecracker Mega Knight
Electro Giant Firecracker Fireball Witch
Firecracker Fireball Witch
Firecracker Fireball Witch Electro Giant Mega Knight
Fireball Firecracker Mega Knight

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