My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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!
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 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 quite high.

If you only have expensive units, it will be harder to react to opponent's plays. It is good to have some cheap units.

You can replace some of your high-cost cards. Such as these:

By some 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Mother Witch

Defensive buildings

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

X-Bow

Investments

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

Suspicious Bush Elixir Collector Electro Dragon X-Bow Golem Mother Witch Mega Knight Golden Knight

Offensive cards

Win conditions

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

X-Bow Golem

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.

X-Bow Mega Knight Golden Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

X-Bow 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.

Electro Dragon Golem Golden Knight

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 Snowball
Electro Dragon
Zap
X-Bow
Barbarian Barrel
X-Bow
The Log
Suspicious Bush X-Bow
Earthquake
Elixir Collector X-Bow
Arrows
Suspicious Bush
Royal Delivery
Electro Dragon Mother Witch
Fireball
Suspicious Bush Elixir Collector Electro Dragon X-Bow Mother Witch
Poison
Suspicious Bush Elixir Collector Electro Dragon X-Bow Mother Witch
Lightning
Elixir Collector Electro Dragon X-Bow Mother Witch
Rocket
Elixir Collector Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon 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.

Suspicious Bush Elixir Collector Golem Mother Witch Mega Knight

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.

Suspicious Bush Mother Witch Golden Knight Electro Dragon Elixir Collector X-Bow Mega Knight Golem

Shortest cycle

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

15 Suspicious Bush Mother Witch Golden Knight Electro Dragon

Attack Synergies 1 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.

Suspicious Bush
Elixir Collector
Electro Dragon
Golem Mother Witch Mega Knight
X-Bow
Golden Knight
Golem
Electro Dragon Mother Witch Golden Knight
Mother Witch
Electro Dragon Golem Mega Knight
Mega Knight
Electro Dragon Mother Witch
Golden Knight
X-Bow Golem

Defense Synergies 0 2

Suspicious Bush
Elixir Collector
Electro Dragon
X-Bow
Golem
Mother Witch
Mega Knight Golden Knight
Mega Knight
Mother Witch
Golden Knight
Mother 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.

Electro Dragon X-Bow Golden Knight
Electro Dragon X-Bow Mega Knight
Mega Knight Electro Dragon
Electro Dragon Mega Knight
X-Bow Mega Knight
Electro Dragon X-Bow Mother Witch Mega Knight
Electro Dragon X-Bow
Electro Dragon X-Bow Mega Knight Golden Knight
X-Bow
Mega Knight
Mother Witch Electro Dragon X-Bow Mega Knight
Electro Dragon
Mega Knight Electro Dragon X-Bow
Mega Knight Electro Dragon X-Bow Golden Knight
X-Bow Mega Knight
X-Bow Mega Knight
Mega Knight Electro Dragon X-Bow
Mega Knight Electro Dragon X-Bow Golden Knight
Electro Dragon Mother Witch Mega Knight
Mega Knight Electro Dragon Mother Witch

Counters to secondary win conditions

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

Mega Knight X-Bow
Electro Dragon X-Bow Mega Knight
Mega Knight Electro Dragon Golden Knight
Mega Knight X-Bow
Mega Knight
Mother Witch Electro Dragon
Mega Knight
Electro Dragon Mega Knight X-Bow
Mega Knight Electro Dragon Golden Knight
Mega Knight
Mega Knight Golden Knight
Electro Dragon Mega Knight
Electro Dragon X-Bow Golden Knight
Mega Knight Electro Dragon Mother Witch Golden Knight

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.)

Electro Dragon X-Bow Golden Knight
Electro Dragon X-Bow Golden Knight
Electro Dragon X-Bow
Mega Knight
Mother Witch Electro Dragon
X-Bow Electro Dragon
Electro Dragon X-Bow Golden Knight
Electro Dragon X-Bow
Electro Dragon X-Bow Golden Knight
Electro Dragon
Golden Knight
Electro Dragon X-Bow
X-Bow
X-Bow Electro Dragon Golden Knight
Electro Dragon X-Bow Mega Knight
Electro Dragon X-Bow Mega Knight
Electro Dragon X-Bow Mother Witch Mega Knight Golden Knight
X-Bow Mega Knight
X-Bow
Electro Dragon X-Bow
Mother Witch Electro Dragon Mega Knight
X-Bow Electro Dragon Golden Knight
Electro Dragon X-Bow Mega Knight Golden Knight
X-Bow Golden Knight
Electro Dragon X-Bow Mother Witch
Electro Dragon
Electro Dragon X-Bow Mega Knight
Electro Dragon
Mega Knight
Electro Dragon X-Bow
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Golden Knight
Electro Dragon
Electro Dragon X-Bow Mega Knight Golden Knight
Electro Dragon Mega Knight

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