My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

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.

Witch Giant Skeleton Electro Giant Sparky

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rocket Freeze Poison

Punishments

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

Electro Giant

Pump responses

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

Rocket 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 Electro Giant

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

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
Guards Giant Skeleton Sparky
Giant Snowball
Guards Witch
Zap
Guards Witch Sparky
Barbarian Barrel
Guards Witch Giant Skeleton Sparky
The Log
Guards Witch Giant Skeleton Sparky
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Guards Witch Giant Skeleton Sparky
Fireball
Witch Sparky
Poison
Guards Witch Sparky
Lightning
Witch Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Freeze Poison Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Freeze Poison Electro Giant Sparky

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.

Rocket Guards Freeze Poison Giant Skeleton Electro Giant Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Freeze Poison Witch Rocket Giant Skeleton Sparky Electro Giant

Shortest cycle

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

16 Guards Freeze Poison Witch

Attack Synergies 0 6

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.

Rocket
Electro Giant
Guards
Freeze
Poison
Poison
Freeze Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Poison Witch Sparky
Electro Giant
Rocket Sparky
Sparky
Giant Skeleton Electro Giant

Defense Synergies 0 7

Rocket
Guards
Poison Witch Giant Skeleton Sparky
Freeze
Sparky
Poison
Guards Sparky
Witch
Guards Giant Skeleton
Giant Skeleton
Guards Witch
Electro Giant
Sparky
Guards Freeze Poison

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.

Rocket Sparky
Sparky Witch
Rocket Witch Sparky Freeze Giant Skeleton
Witch Sparky Guards
Rocket Poison Giant Skeleton Sparky
Freeze Guards
Rocket Freeze Poison Witch
Rocket Poison Giant Skeleton Electro Giant Sparky
Witch Sparky
Guards Giant Skeleton Sparky
Guards Poison Witch Freeze Giant Skeleton Electro Giant
Poison Witch
Sparky Rocket Guards Freeze Witch Giant Skeleton
Rocket Sparky Guards Freeze Poison Witch
Sparky
Rocket Freeze Electro Giant Sparky
Sparky Poison Witch
Guards Witch
Freeze Poison Witch Guards Giant Skeleton
Sparky
Guards Poison Witch Giant Skeleton Electro Giant Sparky
Sparky

Counters to secondary win conditions

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

Guards Witch Giant Skeleton Electro Giant Sparky
Poison Rocket
Guards Giant Skeleton Rocket Witch Sparky
Rocket Guards Giant Skeleton Sparky
Giant Skeleton Guards Witch Sparky
Rocket Poison Electro Giant Freeze Witch
Rocket Guards Sparky Witch Giant Skeleton
Giant Skeleton Sparky
Rocket Freeze Giant Skeleton Poison Witch Sparky
Witch Guards Sparky
Guards Witch Giant Skeleton Sparky
Rocket Guards Poison Giant Skeleton Electro Giant
Rocket Giant Skeleton Guards Witch Sparky
Witch Electro Giant Sparky
Guards Witch Electro Giant Sparky Rocket Freeze Poison Giant Skeleton
Poison Freeze Witch Giant Skeleton Electro Giant Sparky

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 Rocket Guards Freeze Giant Skeleton Sparky
Poison
Rocket Poison Giant Skeleton Sparky
Rocket Guards Freeze Poison Giant Skeleton Sparky
Rocket Poison Sparky
Poison Electro Giant Rocket Freeze Witch
Poison Witch Sparky
Poison Freeze
Poison
Rocket Guards Poison Sparky
Rocket Poison Sparky
Poison Rocket
Rocket Poison Sparky
Rocket Freeze Poison
Poison Sparky
Rocket Poison Witch Sparky
Rocket Poison Sparky
Rocket Freeze Poison Sparky
Rocket Sparky
Rocket Poison Sparky
Rocket Poison Witch Electro Giant
Rocket Poison Giant Skeleton Sparky
Rocket Poison
Rocket Sparky
Rocket Poison
Freeze Poison Electro Giant Witch Sparky
Witch
Poison Witch Sparky
Poison Witch Sparky
Rocket Poison Sparky
Poison Witch Electro Giant Sparky
Rocket Guards Freeze Poison Witch Electro Giant
Sparky
Poison Rocket Sparky
Rocket Freeze Poison Sparky
Giant Skeleton Sparky
Rocket Poison Sparky
Rocket Guards Freeze Witch
Rocket Poison Witch
Freeze
Poison Rocket Sparky
Poison
Rocket Poison Giant Skeleton Electro Giant Sparky
Sparky
Electro Giant Rocket Guards Freeze Poison Witch Giant Skeleton Sparky
Rocket Poison Witch
Poison Rocket Freeze Witch Giant Skeleton Electro Giant Sparky
Sparky
Rocket Sparky

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