My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard Magic Archer Mother Witch Ram Rider

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.

Royal Giant Electro Wizard Magic Archer Mother Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Royal Giant Ram Rider

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.

Royal Giant Mini P.E.K.K.A Ram Rider 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.

Fire Spirit Royal Giant Mini P.E.K.K.A Magic Archer Ram Rider 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.

Mini P.E.K.K.A Electro Wizard Magic Archer Ram Rider

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
Royal Giant Ram Rider
Giant Snowball
Fire Spirit Ram Rider
Zap
Fire Spirit Royal Giant Ram Rider
Barbarian Barrel
Fire Spirit Electro Wizard Magic Archer
The Log
Fire Spirit Royal Giant Mini P.E.K.K.A Ram Rider
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Mini P.E.K.K.A Electro Wizard Magic Archer Mother Witch Ram Rider
Fireball
Electro Wizard Magic Archer Mother Witch Ram Rider
Poison
Electro Wizard Magic Archer Mother Witch
Lightning
Mini P.E.K.K.A Electro Wizard Magic Archer Mother Witch Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Mini P.E.K.K.A Mother Witch 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.

Royal Giant

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.

Fire Spirit 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.

Fire Spirit Mini P.E.K.K.A Electro Wizard Magic Archer Mother Witch Ram Rider Royal Giant Mega Knight

Shortest cycle

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

13 Fire Spirit Mini P.E.K.K.A Electro Wizard Magic Archer

Attack Synergies 3 17

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.

Fire Spirit
Royal Giant Mini P.E.K.K.A Mother Witch Ram Rider
Royal Giant
Fire Spirit Mother Witch Electro Wizard Magic Archer
Mini P.E.K.K.A
Fire Spirit Electro Wizard Magic Archer Ram Rider Mega Knight
Electro Wizard
Royal Giant Mini P.E.K.K.A Magic Archer Ram Rider Mega Knight
Magic Archer
Ram Rider Royal Giant Mini P.E.K.K.A Electro Wizard Mother Witch Mega Knight
Mother Witch
Royal Giant Fire Spirit Magic Archer Ram Rider Mega Knight
Ram Rider
Magic Archer Fire Spirit Mini P.E.K.K.A Electro Wizard Mother Witch Mega Knight
Mega Knight
Mini P.E.K.K.A Electro Wizard Magic Archer Mother Witch Ram Rider

Defense Synergies 1 12

Fire Spirit
Mini P.E.K.K.A Electro Wizard
Royal Giant
Mini P.E.K.K.A
Electro Wizard Fire Spirit Magic Archer Mother Witch Ram Rider
Electro Wizard
Mini P.E.K.K.A Fire Spirit Magic Archer Ram Rider Mega Knight
Magic Archer
Mini P.E.K.K.A Electro Wizard Mother Witch Ram Rider Mega Knight
Mother Witch
Mini P.E.K.K.A Magic Archer Mega Knight
Ram Rider
Mini P.E.K.K.A Electro Wizard Magic Archer
Mega Knight
Electro Wizard Magic Archer 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 Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Mini P.E.K.K.A Ram Rider Mega Knight Fire Spirit Electro Wizard
Mini P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Mini P.E.K.K.A Mega Knight
Fire Spirit Electro Wizard Magic Archer Mother Witch Mega Knight
Electro Wizard Ram Rider Fire Spirit Magic Archer
Electro Wizard Magic Archer Ram Rider Mega Knight
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard Mother Witch Magic Archer Ram Rider Mega Knight
Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Mega Knight Fire Spirit Electro Wizard Ram Rider
Fire Spirit Mega Knight Mini P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Mini P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Mega Knight Mini P.E.K.K.A Electro Wizard
Fire Spirit Mega Knight Electro Wizard Magic Archer Ram Rider
Fire Spirit Electro Wizard Magic Archer Mother Witch Ram Rider Mega Knight
Mini P.E.K.K.A Electro Wizard Ram Rider
Mega Knight Fire Spirit Mini P.E.K.K.A Electro Wizard Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Electro Wizard
Electro Wizard Mini P.E.K.K.A Magic Archer Mega Knight
Mega Knight Mini P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Mega Knight Electro Wizard Ram Rider
Mini P.E.K.K.A Ram Rider Mega Knight
Fire Spirit Mother Witch Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Mini P.E.K.K.A Magic Archer
Mega Knight Mini P.E.K.K.A
Mega Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Ram Rider
Magic Archer Mega Knight
Electro Wizard Mini P.E.K.K.A Magic Archer
Mega Knight Mini P.E.K.K.A Electro Wizard Magic Archer Mother Witch
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.)

Magic Archer
Electro Wizard Magic Archer Ram Rider
Magic Archer
Fire Spirit Magic Archer Mega Knight
Mother Witch Fire Spirit Magic Archer Ram Rider
Fire Spirit Magic Archer
Fire Spirit Magic Archer Ram Rider
Ram Rider
Fire Spirit Mini P.E.K.K.A Electro Wizard
Electro Wizard Magic Archer Ram Rider
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Fire Spirit Magic Archer Mother Witch Mega Knight
Magic Archer Mega Knight
Mother Witch Fire Spirit Magic Archer Mega Knight
Electro Wizard Magic Archer Ram Rider
Magic Archer Ram Rider Mega Knight
Magic Archer
Fire Spirit Electro Wizard Magic Archer Mother Witch
Electro Wizard
Mini P.E.K.K.A
Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Fire Spirit Magic Archer
Fire Spirit Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Mega Knight

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