My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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 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!
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.

Musketeer Wizard Witch Goblin Giant

Defensive buildings

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

Cannon

Investments

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

Musketeer Wizard Witch Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Giant

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.

Hog Rider Goblin Giant 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.

Hog Rider Goblin 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.

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 Skeleton Army
Giant Snowball
Cannon Musketeer Hog Rider Skeleton Army Witch
Zap
Cannon Skeleton Army Witch Goblin Giant
Barbarian Barrel
Cannon Musketeer Wizard Skeleton Army Witch
The Log
Cannon Musketeer Hog Rider Skeleton Army Witch
Earthquake
Cannon Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Musketeer Hog Rider Wizard Skeleton Army Witch
Fireball
Cannon Musketeer Hog Rider Wizard Skeleton Army Witch
Poison
Cannon Musketeer Wizard Skeleton Army Witch
Lightning
Cannon Musketeer Wizard Witch
Rocket
Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army 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.

Skeleton Army

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.

Musketeer Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Skeleton Army Musketeer Hog Rider Wizard Witch Goblin Giant Mega Knight

Shortest cycle

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

14 Cannon Skeleton Army Musketeer Hog Rider

Attack Synergies 1 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.

Cannon
Musketeer
Hog Rider Goblin Giant Mega Knight
Hog Rider
Musketeer Wizard Witch Mega Knight
Wizard
Hog Rider Goblin Giant Mega Knight
Skeleton Army
Witch
Hog Rider Goblin Giant Mega Knight
Goblin Giant
Musketeer Wizard Witch
Mega Knight
Musketeer Hog Rider Wizard Witch

Defense Synergies 1 8

Cannon
Musketeer Wizard Skeleton Army Witch
Musketeer
Cannon Skeleton Army Mega Knight
Hog Rider
Wizard
Cannon Skeleton Army Mega Knight
Skeleton Army
Cannon Musketeer Wizard
Witch
Cannon Mega Knight
Goblin Giant
Mega Knight
Musketeer Wizard 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.

Cannon Musketeer Wizard Goblin Giant
Skeleton Army Cannon Musketeer Witch Mega Knight
Cannon Skeleton Army Witch Mega Knight Musketeer
Cannon Skeleton Army Witch Musketeer Mega Knight
Skeleton Army Mega Knight
Skeleton Army Cannon Musketeer Mega Knight
Musketeer Cannon Wizard Witch
Cannon Musketeer Goblin Giant Mega Knight
Cannon Witch Musketeer Skeleton Army
Skeleton Army Cannon Musketeer Mega Knight
Skeleton Army Witch Cannon Musketeer Wizard Goblin Giant Mega Knight
Musketeer Wizard Witch
Cannon Skeleton Army Mega Knight Musketeer Wizard Witch
Wizard Skeleton Army Mega Knight Cannon Witch
Skeleton Army Cannon Mega Knight
Skeleton Army Cannon Mega Knight
Wizard Mega Knight Cannon Musketeer Skeleton Army Witch
Cannon Mega Knight Musketeer Wizard Skeleton Army Witch
Wizard Witch Cannon Musketeer Mega Knight
Cannon Musketeer
Wizard Skeleton Army Mega Knight Cannon Musketeer Witch Goblin Giant

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Musketeer Wizard Mega Knight
Skeleton Army Mega Knight Musketeer Witch Goblin Giant
Skeleton Army Mega Knight Musketeer Goblin Giant
Cannon Musketeer Skeleton Army Witch Goblin Giant Mega Knight
Wizard Musketeer Witch Goblin Giant
Skeleton Army Musketeer Witch Goblin Giant
Mega Knight Skeleton Army Goblin Giant
Mega Knight Skeleton Army Witch
Witch Cannon Musketeer Skeleton Army Goblin Giant
Mega Knight Musketeer Witch
Skeleton Army Mega Knight Goblin Giant
Skeleton Army Mega Knight Cannon Wizard Witch Goblin Giant
Wizard Cannon Musketeer Skeleton Army Witch Mega Knight
Skeleton Army Witch Musketeer Goblin Giant
Mega Knight Cannon Musketeer Wizard Witch
Cannon

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.)

Musketeer
Musketeer
Goblin Giant
Musketeer
Wizard Mega Knight
Wizard Musketeer Witch Goblin Giant
Musketeer Wizard Witch
Wizard
Wizard
Musketeer
Musketeer Wizard
Musketeer Wizard
Musketeer
Musketeer
Musketeer
Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Musketeer Wizard Mega Knight
Wizard Witch Mega Knight
Musketeer Mega Knight
Wizard
Musketeer
Musketeer
Wizard Witch Mega Knight
Witch
Musketeer Wizard Witch
Musketeer Wizard Witch Mega Knight
Musketeer
Musketeer Wizard Witch
Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Mega Knight
Wizard
Musketeer Skeleton Army Witch
Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Musketeer Wizard
Musketeer Mega Knight
Musketeer Witch
Musketeer Witch
Musketeer Witch Goblin Giant Mega Knight
Wizard Mega Knight

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