My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!
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.

Wizard Witch Magic Archer

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.

Wizard Witch Electro Giant Magic Archer Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Electro 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.

Elite Barbarians Electro Giant Magic Archer 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.

Elite Barbarians Magic Archer

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
Elite Barbarians Skeleton Army
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Witch Magic Archer
The Log
Elite Barbarians Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elite Barbarians Wizard Skeleton Army Witch Magic Archer
Fireball
Elite Barbarians Wizard Skeleton Army Witch Magic Archer
Poison
Wizard Skeleton Army Witch Magic Archer
Lightning
Elite Barbarians Wizard Witch Magic Archer
Rocket
Elite Barbarians Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant Magic Archer 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.

Arrows Skeleton Army Electro Giant 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.

Elite Barbarians 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.

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.

Arrows Skeleton Army Magic Archer Wizard Witch Elite Barbarians Electro Giant Mega Knight

Shortest cycle

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

15 Arrows Skeleton Army Magic Archer Wizard

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.

Arrows
Elite Barbarians Mega Knight
Elite Barbarians
Arrows Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Skeleton Army
Witch
Mega Knight
Electro Giant
Magic Archer
Mega Knight
Mega Knight
Arrows Elite Barbarians Wizard Witch Magic Archer

Defense Synergies 1 7

Arrows
Mega Knight
Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army
Wizard Magic Archer
Witch
Mega Knight
Electro Giant
Magic Archer
Skeleton Army Mega Knight
Mega Knight
Arrows Elite Barbarians Wizard Witch Magic Archer

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.

Wizard Magic Archer
Elite Barbarians Skeleton Army Witch Mega Knight
Skeleton Army Witch Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army Witch Mega Knight
Arrows Elite Barbarians Skeleton Army Mega Knight
Arrows Skeleton Army Magic Archer Mega Knight
Arrows Wizard Witch Magic Archer
Arrows Electro Giant Magic Archer Mega Knight
Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Witch Arrows Wizard Electro Giant Magic Archer Mega Knight
Arrows Wizard Witch Magic Archer
Skeleton Army Mega Knight Elite Barbarians Wizard Witch
Wizard Skeleton Army Mega Knight Arrows Witch Magic Archer
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Elite Barbarians Electro Giant Mega Knight
Wizard Mega Knight Arrows Elite Barbarians Skeleton Army Witch
Arrows Mega Knight Elite Barbarians Wizard Skeleton Army Witch Magic Archer
Arrows Wizard Witch Magic Archer Mega Knight
Elite Barbarians
Wizard Skeleton Army Mega Knight Arrows Elite Barbarians Witch Electro Giant

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians Witch Electro Giant
Arrows Elite Barbarians Wizard Magic Archer Mega Knight
Skeleton Army Mega Knight Elite Barbarians Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army Witch Mega Knight
Arrows Wizard Electro Giant Witch Magic Archer
Skeleton Army Elite Barbarians Witch
Mega Knight Elite Barbarians Skeleton Army
Mega Knight Elite Barbarians Skeleton Army Witch Magic Archer
Witch Skeleton Army
Mega Knight Elite Barbarians Witch
Skeleton Army Mega Knight Arrows Elite Barbarians Electro Giant
Elite Barbarians Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Witch Electro Giant Magic Archer Mega Knight
Elite Barbarians Skeleton Army Witch Electro Giant Magic Archer
Arrows Mega Knight Elite Barbarians Wizard Witch Electro Giant Magic Archer
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.)

Magic Archer Arrows
Arrows Magic Archer
Arrows Magic Archer
Arrows
Wizard Arrows Magic Archer Mega Knight
Arrows Wizard Electro Giant Witch Magic Archer
Arrows Wizard Witch Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard
Elite Barbarians
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Elite Barbarians Magic Archer
Arrows Magic Archer
Arrows Elite Barbarians Magic Archer
Arrows Wizard Witch Magic Archer
Magic Archer Arrows Wizard Mega Knight
Arrows
Arrows Wizard Magic Archer Mega Knight
Arrows Wizard Witch Electro Giant Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows Wizard
Arrows
Arrows Electro Giant Wizard Witch Magic Archer Mega Knight
Witch
Arrows Wizard Witch Magic Archer
Arrows Wizard Witch Magic Archer Mega Knight
Arrows Magic Archer
Elite Barbarians Arrows Wizard Witch Electro Giant Magic Archer
Wizard Witch Electro Giant
Elite Barbarians
Arrows Wizard Magic Archer Mega Knight
Arrows Magic Archer
Mega Knight
Arrows Wizard Magic Archer
Skeleton Army Witch Magic Archer
Arrows Wizard Witch Magic Archer
Arrows
Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer
Arrows Electro Giant
Elite Barbarians Mega Knight
Electro Giant Elite Barbarians Witch Magic Archer
Witch Magic Archer
Witch Electro Giant Magic Archer Mega Knight

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