My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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!
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.

Minion Horde Witch Executioner

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.

Giant Witch Executioner Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

Giant

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.

Minion Horde Giant Giant Skeleton

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
Minion Horde Giant Clone Giant Skeleton
Giant Snowball
Minion Horde Clone Witch
Zap
Minion Horde Clone Witch
Barbarian Barrel
Clone Witch Executioner Giant Skeleton
The Log
Clone Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Minion Horde Clone Witch
Royal Delivery
Minion Horde Clone Witch Executioner Giant Skeleton
Fireball
Minion Horde Clone Witch Executioner
Poison
Minion Horde Clone Witch Executioner
Lightning
Witch Executioner
Rocket
Minion Horde Witch Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

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 Rage Clone Executioner Giant Skeleton

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.

Minion Horde 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.

Rage Arrows Clone Minion Horde Giant Witch Executioner Giant Skeleton

Shortest cycle

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

13 Rage Arrows Clone Minion Horde

Attack Synergies 5 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.

Arrows
Giant Giant Skeleton
Minion Horde
Rage Giant Clone Giant Skeleton
Giant
Arrows Rage Minion Horde Witch Executioner
Rage
Minion Horde Giant Witch Giant Skeleton
Clone
Giant Skeleton Minion Horde Witch
Witch
Rage Giant Clone Giant Skeleton
Executioner
Giant
Giant Skeleton
Clone Arrows Minion Horde Rage Witch

Defense Synergies 0 3

Arrows
Giant Skeleton
Minion Horde
Giant
Rage
Clone
Witch
Giant Skeleton
Executioner
Giant Skeleton
Giant Skeleton
Arrows Witch Executioner

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.

Minion Horde Executioner
Minion Horde Witch Executioner
Minion Horde Witch Executioner Giant Skeleton
Minion Horde Witch
Arrows Giant Skeleton
Arrows Executioner
Minion Horde Arrows Witch Executioner
Arrows Giant Skeleton
Minion Horde Witch
Minion Horde Giant Skeleton
Minion Horde Witch Executioner Arrows Giant Skeleton
Arrows Minion Horde Executioner Witch
Minion Horde Witch Giant Skeleton
Executioner Arrows Minion Horde Witch
Minion Horde
Minion Horde
Minion Horde Arrows Witch Executioner
Arrows Minion Horde Witch Executioner
Arrows Witch Executioner Giant Skeleton
Arrows Minion Horde Witch Executioner Giant Skeleton

Counters to secondary win conditions

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

Witch Giant Skeleton
Arrows Executioner
Giant Skeleton Minion Horde Witch
Giant Skeleton Minion Horde
Giant Skeleton Minion Horde Witch Executioner
Arrows Executioner Minion Horde Witch
Minion Horde Witch Giant Skeleton
Giant Skeleton Minion Horde
Minion Horde Giant Skeleton Witch
Witch Minion Horde
Minion Horde Witch Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Minion Horde Witch Executioner
Minion Horde Witch Executioner
Witch Minion Horde Executioner Giant Skeleton
Arrows Executioner Minion Horde Witch Giant Skeleton
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 Minion Horde Giant Skeleton
Arrows Executioner
Arrows Minion Horde Giant Skeleton
Arrows Giant Skeleton
Executioner Arrows Minion Horde
Arrows Executioner Minion Horde Witch
Arrows Minion Horde Witch Executioner
Arrows Executioner
Arrows
Minion Horde
Arrows Minion Horde
Arrows Executioner
Executioner
Arrows Minion Horde
Arrows
Arrows Minion Horde Witch Executioner
Arrows Minion Horde Executioner
Arrows
Minion Horde
Arrows Executioner
Arrows Witch
Minion Horde Giant Skeleton
Arrows
Arrows Minion Horde
Arrows Witch Executioner
Minion Horde Witch
Arrows Witch Executioner
Arrows Witch
Arrows
Arrows Minion Horde Witch Executioner
Minion Horde Witch
Minion Horde
Arrows Minion Horde
Arrows Minion Horde
Minion Horde Giant Skeleton
Arrows
Minion Horde Witch
Arrows Witch Executioner
Arrows
Minion Horde Executioner
Arrows Executioner
Arrows Giant Skeleton
Minion Horde Executioner
Minion Horde Witch Giant Skeleton
Witch Executioner
Witch Executioner Giant Skeleton

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