My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!
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 Electro Dragon

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.

Elixir Golem Wizard Witch Electro Dragon Mega Knight

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.

Fireball

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.

Fireball

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.

Electro Dragon

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 Guards
Giant Snowball
Guards Witch Electro Dragon
Zap
Guards Witch
Barbarian Barrel
Elixir Golem Wizard Guards Witch
The Log
Elixir Golem Guards Witch
Earthquake
Elixir Golem Guards Witch
Arrows
Guards Witch
Royal Delivery
Elixir Golem Wizard Guards Witch Electro Dragon
Fireball
Elixir Golem Wizard Witch Electro Dragon
Poison
Elixir Golem Wizard Guards Witch Electro Dragon
Lightning
Wizard Witch Electro Dragon
Rocket
Wizard Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Elixir Golem Guards 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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Elixir Golem Guards Fireball Wizard Witch Electro Dragon Mega Knight

Shortest cycle

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

10 Mirror Elixir Golem Guards Fireball

Attack Synergies 1 9

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.

Elixir Golem
Fireball Wizard Mirror Witch Electro Dragon
Fireball
Mirror Elixir Golem Mega Knight
Wizard
Elixir Golem Mega Knight
Mirror
Fireball Elixir Golem
Guards
Witch
Elixir Golem Mega Knight
Electro Dragon
Elixir Golem Mega Knight
Mega Knight
Fireball Wizard Witch Electro Dragon

Defense Synergies 1 9

Elixir Golem
Fireball
Mirror Mega Knight
Wizard
Guards Mega Knight
Mirror
Fireball Electro Dragon Mega Knight
Guards
Wizard Witch Electro Dragon
Witch
Guards Electro Dragon Mega Knight
Electro Dragon
Mirror Guards Witch
Mega Knight
Fireball Wizard Mirror 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.

Fireball Wizard Electro Dragon
Witch Electro Dragon Mega Knight
Witch Mega Knight Electro Dragon
Witch Guards Electro Dragon Mega Knight
Fireball Mega Knight
Fireball Guards Electro Dragon Mega Knight
Fireball Wizard Witch Electro Dragon
Fireball Electro Dragon Mega Knight
Witch
Guards Mega Knight
Guards Witch Fireball Wizard Electro Dragon Mega Knight
Fireball Wizard Witch Electro Dragon
Mega Knight Fireball Wizard Guards Witch Electro Dragon
Fireball Wizard Mega Knight Guards Witch Electro Dragon
Mega Knight
Fireball Mega Knight
Wizard Mega Knight Fireball Witch Electro Dragon
Fireball Mega Knight Wizard Guards Witch Electro Dragon
Wizard Witch Fireball Guards Electro Dragon Mega Knight
Wizard Mega Knight Fireball Guards Witch Electro Dragon

Counters to secondary win conditions

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

Guards Mega Knight Fireball Witch
Fireball Wizard Electro Dragon Mega Knight
Guards Mega Knight Witch Electro Dragon
Guards Mega Knight Fireball
Guards Witch Mega Knight
Fireball Wizard Witch Electro Dragon
Guards Fireball Witch
Mega Knight
Electro Dragon Mega Knight Fireball Witch
Witch Guards
Mega Knight Guards Witch Electro Dragon
Mega Knight Fireball Guards
Mega Knight Fireball Wizard Guards Witch
Wizard Fireball Witch Electro Dragon Mega Knight
Guards Witch Electro Dragon Fireball
Mega Knight Fireball Wizard Witch Electro Dragon
Fireball

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.)

Fireball Guards Electro Dragon
Fireball Electro Dragon
Fireball Electro Dragon
Fireball Guards
Fireball Wizard Mega Knight
Fireball Wizard Witch Electro Dragon
Wizard Witch
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball Guards Electro Dragon
Fireball Wizard Electro Dragon
Fireball Wizard Electro Dragon
Fireball
Fireball Electro Dragon
Fireball
Fireball Wizard Witch Electro Dragon
Fireball Wizard Electro Dragon Mega Knight
Fireball
Fireball Wizard Electro Dragon Mega Knight
Fireball Wizard Witch Electro Dragon Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball Electro Dragon
Fireball Wizard Witch Electro Dragon Mega Knight
Witch
Fireball Wizard Witch Electro Dragon
Fireball Wizard Witch Electro Dragon Mega Knight
Fireball
Fireball Wizard Witch Electro Dragon
Electro Dragon Fireball Wizard Guards Witch
Fireball
Fireball Wizard Electro Dragon Mega Knight
Fireball Electro Dragon
Mega Knight
Fireball Wizard
Fireball Guards Witch Electro Dragon
Fireball Wizard Witch Electro Dragon
Fireball
Fireball Wizard Electro Dragon Mega Knight
Fireball Wizard Electro Dragon
Fireball
Electro Dragon Mega Knight
Electro Dragon Fireball Guards Witch
Fireball Witch Electro Dragon
Electro Dragon Fireball Witch Mega Knight
Fireball Wizard Electro Dragon Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: