My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Inferno Tower Wizard

Defensive buildings

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

Inferno 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 Elixir Golem Wizard Mega Knight Monk

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Rage Freeze

Punishments

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

Elixir Golem 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.

Elixir Golem 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 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
Elixir Golem
Giant Snowball
Zap
Firecracker Inferno Tower
Barbarian Barrel
Firecracker Elixir Golem Inferno Tower Wizard
The Log
Firecracker Elixir Golem
Earthquake
Firecracker Elixir Golem Inferno Tower
Arrows
Firecracker
Royal Delivery
Firecracker Elixir Golem Wizard
Fireball
Firecracker Elixir Golem Inferno Tower Wizard
Poison
Firecracker Elixir Golem Inferno Tower Wizard
Lightning
Inferno Tower Wizard Monk
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Freeze 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.

Elixir Golem Inferno Tower Rage Freeze 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.

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.

Rage Firecracker Elixir Golem Freeze Inferno Tower Wizard Monk Mega Knight

Shortest cycle

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

12 Rage Firecracker Elixir Golem Freeze

Attack Synergies 2 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.

Firecracker
Elixir Golem Mega Knight Monk
Elixir Golem
Firecracker Rage Wizard Monk
Inferno Tower
Wizard
Elixir Golem Rage Mega Knight
Rage
Elixir Golem Wizard
Freeze
Mega Knight
Firecracker Wizard
Monk
Firecracker Elixir Golem

Defense Synergies 0 6

Firecracker
Inferno Tower Mega Knight
Elixir Golem
Inferno Tower
Firecracker Mega Knight
Wizard
Freeze Mega Knight
Rage
Freeze
Wizard Mega Knight
Mega Knight
Firecracker Inferno Tower Wizard Freeze
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.

Firecracker Inferno Tower Wizard
Inferno Tower Firecracker Mega Knight Monk
Inferno Tower Mega Knight Freeze
Inferno Tower Firecracker Mega Knight Monk
Firecracker Mega Knight Monk
Freeze Firecracker Mega Knight
Inferno Tower Firecracker Wizard Freeze
Inferno Tower Mega Knight Monk
Inferno Tower
Firecracker Inferno Tower Mega Knight
Firecracker Wizard Freeze Mega Knight
Inferno Tower Firecracker Wizard
Inferno Tower Mega Knight Wizard Freeze
Wizard Mega Knight Firecracker Freeze
Inferno Tower Mega Knight
Inferno Tower Monk Freeze Mega Knight
Wizard Mega Knight Firecracker Inferno Tower
Mega Knight Firecracker Wizard
Wizard Freeze Firecracker Mega Knight
Inferno Tower
Wizard Mega Knight Firecracker

Counters to secondary win conditions

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

Mega Knight Inferno Tower
Firecracker Wizard Mega Knight Monk
Mega Knight Inferno Tower
Mega Knight Inferno Tower Monk
Inferno Tower Mega Knight
Firecracker Wizard Freeze Monk
Inferno Tower
Inferno Tower Mega Knight
Freeze Mega Knight Firecracker Inferno Tower Monk
Inferno Tower
Mega Knight Inferno Tower
Mega Knight Monk
Mega Knight Inferno Tower Wizard
Wizard Firecracker Mega Knight
Inferno Tower Firecracker Freeze Monk
Mega Knight Firecracker Inferno Tower Wizard Freeze
Inferno 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.)

Firecracker Freeze Monk
Firecracker Monk
Firecracker Freeze
Wizard Firecracker Mega Knight
Firecracker Wizard Freeze Monk
Firecracker Wizard
Firecracker Wizard Freeze
Monk Firecracker Wizard
Firecracker Monk Wizard
Monk Firecracker Wizard
Firecracker
Firecracker Freeze Monk
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Monk Freeze
Firecracker Wizard Mega Knight Monk
Firecracker Wizard Mega Knight Monk
Mega Knight Monk
Wizard
Monk
Monk
Firecracker Freeze Wizard Mega Knight
Firecracker Wizard Monk
Wizard Mega Knight Monk
Firecracker
Firecracker Wizard
Firecracker Wizard Freeze
Wizard Mega Knight
Firecracker Freeze Monk
Mega Knight
Firecracker Wizard Monk
Freeze
Firecracker Wizard Monk
Freeze
Firecracker Wizard Mega Knight
Firecracker Wizard
Monk
Firecracker Mega Knight
Firecracker Freeze
Firecracker
Firecracker Freeze Mega Knight Monk
Firecracker Wizard Mega Knight Monk

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