My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

2 problems 6 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Witch Inferno 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.

Firecracker Elixir Golem Wizard Witch Inferno 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.

Missing

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.

Barbarians 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

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 Skeleton Army Inferno Dragon
Giant Snowball
Barbarians Skeleton Army Witch Inferno Dragon
Zap
Firecracker Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Firecracker Barbarians Elixir Golem Wizard Skeleton Army Witch
The Log
Firecracker Barbarians Elixir Golem Skeleton Army Witch
Earthquake
Firecracker Barbarians Elixir Golem Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Firecracker Barbarians Elixir Golem Wizard Skeleton Army Witch Inferno Dragon
Fireball
Firecracker Barbarians Elixir Golem Wizard Skeleton Army Witch Inferno Dragon
Poison
Firecracker Barbarians Elixir Golem Wizard Skeleton Army Witch
Lightning
Wizard Witch Inferno Dragon
Rocket
Barbarians Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

Elixir Golem Skeleton Army Inferno Dragon 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.

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Elixir Golem Skeleton Army Inferno Dragon Barbarians Wizard Witch Mega Knight

Shortest cycle

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

13 Firecracker Elixir Golem Skeleton Army Inferno Dragon

Attack Synergies 2 7

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 Inferno Dragon Mega Knight
Barbarians
Elixir Golem
Firecracker Wizard Witch Inferno Dragon
Wizard
Elixir Golem Mega Knight
Skeleton Army
Witch
Elixir Golem Mega Knight
Inferno Dragon
Mega Knight Firecracker Elixir Golem
Mega Knight
Inferno Dragon Firecracker Wizard Witch

Defense Synergies 0 8

Firecracker
Skeleton Army Mega Knight
Barbarians
Skeleton Army
Elixir Golem
Wizard
Skeleton Army Mega Knight
Skeleton Army
Firecracker Barbarians Wizard Inferno Dragon
Witch
Mega Knight
Inferno Dragon
Skeleton Army Mega Knight
Mega Knight
Firecracker Wizard Witch Inferno Dragon

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 Wizard
Barbarians Skeleton Army Inferno Dragon Firecracker Witch Mega Knight
Barbarians Skeleton Army Witch Mega Knight Inferno Dragon
Barbarians Skeleton Army Witch Inferno Dragon Firecracker Mega Knight
Firecracker Barbarians Skeleton Army Mega Knight
Skeleton Army Firecracker Mega Knight
Inferno Dragon Firecracker Wizard Witch
Barbarians Mega Knight
Barbarians Witch Inferno Dragon Skeleton Army
Skeleton Army Firecracker Barbarians Mega Knight
Barbarians Skeleton Army Witch Firecracker Wizard Mega Knight
Inferno Dragon Firecracker Wizard Witch
Barbarians Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Mega Knight Firecracker Barbarians Witch
Barbarians Skeleton Army Inferno Dragon Mega Knight
Barbarians Skeleton Army Inferno Dragon Mega Knight
Barbarians Wizard Mega Knight Firecracker Skeleton Army Witch
Mega Knight Firecracker Barbarians Wizard Skeleton Army Witch
Wizard Witch Firecracker Barbarians Inferno Dragon Mega Knight
Barbarians Inferno Dragon
Wizard Skeleton Army Mega Knight Firecracker Barbarians Witch

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight Witch
Firecracker Wizard Inferno Dragon Mega Knight
Barbarians Skeleton Army Mega Knight Witch
Skeleton Army Mega Knight Barbarians
Barbarians Skeleton Army Witch Inferno Dragon Mega Knight
Firecracker Wizard Witch
Skeleton Army Barbarians Witch
Mega Knight Barbarians Skeleton Army Inferno Dragon
Mega Knight Firecracker Barbarians Skeleton Army Witch Inferno Dragon
Witch Barbarians Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Barbarians Witch
Skeleton Army Mega Knight Barbarians
Barbarians Skeleton Army Mega Knight Wizard Witch
Wizard Firecracker Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army Witch Firecracker Inferno Dragon
Mega Knight Firecracker Barbarians Wizard Witch Inferno Dragon

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
Firecracker
Firecracker Barbarians
Wizard Firecracker Mega Knight
Firecracker Wizard Witch
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard Witch
Firecracker Wizard Mega Knight
Firecracker Wizard Mega Knight
Firecracker Wizard Witch Mega Knight
Mega Knight
Wizard
Barbarians
Firecracker Wizard Witch Mega Knight
Witch Inferno Dragon
Firecracker Wizard Witch
Wizard Witch Mega Knight
Firecracker
Firecracker Wizard Witch
Firecracker Wizard Witch
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Barbarians Skeleton Army Witch
Firecracker Wizard Witch
Firecracker Wizard Mega Knight
Firecracker Wizard
Firecracker Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker Witch Mega Knight
Inferno Dragon
Firecracker Wizard Mega Knight

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