My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Witch Giant Skeleton Electro Wizard Sparky Mega Knight Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket

Punishments

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

Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Giant Skeleton 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.

Giant Skeleton Electro Wizard Monk

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
Giant Skeleton Sparky
Giant Snowball
Witch
Zap
Witch Sparky
Barbarian Barrel
Goblin Cage Witch Giant Skeleton Electro Wizard Sparky
The Log
Goblin Cage Witch Giant Skeleton Sparky
Earthquake
Goblin Cage Witch
Arrows
Witch
Royal Delivery
Goblin Cage Witch Giant Skeleton Electro Wizard Sparky
Fireball
Goblin Cage Witch Electro Wizard Sparky
Poison
Goblin Cage Witch Electro Wizard Sparky
Lightning
Goblin Cage Witch Electro Wizard Sparky Monk
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Sparky 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.

Rocket Giant Skeleton Sparky 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 Electro Wizard

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.

Goblin Cage Electro Wizard Witch Monk Rocket Giant Skeleton Sparky Mega Knight

Shortest cycle

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

18 Goblin Cage Electro Wizard Witch Monk

Attack Synergies 0 8

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.

Goblin Cage
Witch Giant Skeleton
Rocket
Witch
Goblin Cage Giant Skeleton Mega Knight
Giant Skeleton
Goblin Cage Witch Electro Wizard Sparky
Electro Wizard
Giant Skeleton Sparky Mega Knight
Sparky
Giant Skeleton Electro Wizard
Mega Knight
Witch Electro Wizard
Monk

Defense Synergies 0 8

Goblin Cage
Witch Electro Wizard Sparky
Rocket
Witch
Goblin Cage Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Witch Electro Wizard
Electro Wizard
Goblin Cage Witch Giant Skeleton Mega Knight
Sparky
Goblin Cage
Mega Knight
Witch Electro Wizard
Monk

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 Goblin Cage Electro Wizard Sparky
Sparky Goblin Cage Witch Electro Wizard Mega Knight Monk
Goblin Cage Rocket Witch Sparky Mega Knight Giant Skeleton Electro Wizard
Goblin Cage Witch Sparky Electro Wizard Mega Knight Monk
Goblin Cage Rocket Giant Skeleton Sparky Mega Knight Monk
Electro Wizard Mega Knight
Rocket Electro Wizard Goblin Cage Witch
Rocket Goblin Cage Giant Skeleton Electro Wizard Sparky Mega Knight Monk
Witch Sparky Goblin Cage
Giant Skeleton Electro Wizard Sparky Mega Knight
Witch Electro Wizard Giant Skeleton Mega Knight
Witch Electro Wizard
Goblin Cage Sparky Mega Knight Rocket Witch Giant Skeleton Electro Wizard
Rocket Sparky Mega Knight Goblin Cage Witch Electro Wizard
Sparky Goblin Cage Electro Wizard Mega Knight
Rocket Monk Goblin Cage Electro Wizard Sparky Mega Knight
Sparky Mega Knight Goblin Cage Witch Electro Wizard
Goblin Cage Mega Knight Witch Electro Wizard
Goblin Cage Witch Giant Skeleton Electro Wizard Mega Knight
Sparky Goblin Cage Electro Wizard
Mega Knight Witch Giant Skeleton Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Mega Knight Goblin Cage Witch Giant Skeleton Electro Wizard Sparky
Electro Wizard Rocket Mega Knight Monk
Giant Skeleton Mega Knight Goblin Cage Rocket Witch Electro Wizard Sparky
Rocket Giant Skeleton Mega Knight Goblin Cage Electro Wizard Sparky Monk
Giant Skeleton Goblin Cage Witch Sparky Mega Knight
Rocket Witch Electro Wizard Monk
Rocket Sparky Goblin Cage Witch Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Goblin Cage Sparky
Goblin Cage Rocket Giant Skeleton Electro Wizard Mega Knight Witch Sparky Monk
Witch Goblin Cage Sparky
Mega Knight Goblin Cage Witch Giant Skeleton Sparky
Rocket Mega Knight Monk Goblin Cage Giant Skeleton Electro Wizard
Rocket Giant Skeleton Mega Knight Goblin Cage Witch Sparky
Goblin Cage Witch Sparky Mega Knight
Witch Electro Wizard Sparky Goblin Cage Rocket Giant Skeleton Monk
Mega Knight Goblin Cage Witch Giant Skeleton Electro Wizard Sparky
Goblin Cage Electro Wizard

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.)

Rocket Giant Skeleton Sparky Monk
Monk Electro Wizard
Rocket Giant Skeleton Sparky
Rocket Giant Skeleton Sparky
Rocket Sparky Mega Knight
Rocket Witch Monk
Witch Sparky
Monk
Rocket Electro Wizard Sparky
Rocket Monk Electro Wizard Sparky
Monk Rocket
Rocket Sparky
Rocket Monk
Sparky
Rocket Witch Sparky
Rocket Sparky Mega Knight
Monk Rocket Sparky
Rocket Sparky
Rocket Electro Wizard Sparky Mega Knight Monk
Rocket Witch Mega Knight Monk
Rocket Giant Skeleton Sparky Mega Knight Monk
Rocket
Rocket Sparky Monk
Rocket Monk
Witch Sparky Mega Knight
Witch
Witch Electro Wizard Sparky Monk
Witch Sparky Mega Knight Monk
Rocket Sparky
Witch Electro Wizard Sparky
Rocket Electro Wizard Witch
Sparky
Rocket Sparky Mega Knight
Rocket Electro Wizard Sparky Monk
Giant Skeleton Sparky Mega Knight
Rocket Sparky Monk
Electro Wizard Rocket Witch
Rocket Witch Electro Wizard Monk
Rocket Electro Wizard Sparky Mega Knight
Rocket Monk Giant Skeleton Sparky
Sparky Mega Knight
Rocket Witch Giant Skeleton Electro Wizard Sparky
Rocket Witch Electro Wizard
Rocket Witch Giant Skeleton Electro Wizard Sparky Mega Knight Monk
Sparky
Rocket Sparky Mega Knight Monk

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