My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Wizard Witch Mother Witch

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 Mother Witch 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.

Arrows

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

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
Giant Snowball
Barbarians Witch
Zap
Witch
Barbarian Barrel
Barbarians Elixir Golem Wizard Witch
The Log
Barbarians Elixir Golem Witch
Earthquake
Barbarians Elixir Golem Witch
Arrows
Witch
Royal Delivery
Barbarians Elixir Golem Wizard Witch Mother Witch
Fireball
Barbarians Elixir Golem Wizard Witch Mother Witch
Poison
Barbarians Elixir Golem Wizard Witch Mother Witch
Lightning
Wizard Witch Mother Witch
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Elixir Golem Mother Witch Mega Knight

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.

Mirror Arrows Elixir Golem Mother Witch Barbarians Wizard Witch Mega Knight

Shortest cycle

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

10 Mirror Arrows Elixir Golem Mother Witch

Attack Synergies 1 10

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
Mirror Elixir Golem Mother Witch Mega Knight
Barbarians
Elixir Golem
Arrows Wizard Mirror Witch Mother Witch
Wizard
Elixir Golem Mega Knight
Mirror
Arrows Elixir Golem
Witch
Elixir Golem Mega Knight
Mother Witch
Arrows Elixir Golem Mega Knight
Mega Knight
Arrows Wizard Witch Mother Witch

Defense Synergies 2 6

Arrows
Mirror Mega Knight Barbarians Mother Witch
Barbarians
Arrows
Elixir Golem
Wizard
Mega Knight
Mirror
Arrows Mega Knight
Witch
Mega Knight
Mother Witch
Arrows Mega Knight
Mega Knight
Arrows Wizard Mirror Witch 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.

Wizard
Barbarians Witch Mega Knight
Barbarians Witch Mega Knight
Barbarians Witch Mega Knight
Arrows Barbarians Mega Knight
Arrows Mother Witch Mega Knight
Arrows Wizard Witch
Arrows Barbarians Mega Knight
Barbarians Witch
Barbarians Mega Knight
Barbarians Witch Mother Witch Arrows Wizard Mega Knight
Arrows Wizard Witch
Barbarians Mega Knight Wizard Witch
Wizard Mega Knight Arrows Barbarians Witch
Barbarians Mega Knight
Barbarians Mega Knight
Barbarians Wizard Mega Knight Arrows Witch
Arrows Mega Knight Barbarians Wizard Witch
Arrows Wizard Witch Barbarians Mother Witch Mega Knight
Barbarians
Wizard Mega Knight Arrows Barbarians Witch Mother Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Witch
Arrows Wizard Mega Knight
Barbarians Mega Knight Witch
Mega Knight Barbarians
Barbarians Witch Mega Knight
Arrows Wizard Mother Witch Witch
Barbarians Witch
Mega Knight Barbarians
Mega Knight Barbarians Witch
Witch Barbarians
Mega Knight Barbarians Witch
Mega Knight Arrows Barbarians
Barbarians Mega Knight Wizard Witch
Wizard Barbarians Witch Mega Knight
Barbarians Witch
Arrows Mega Knight Barbarians Wizard Witch Mother Witch
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.)

Arrows
Arrows
Arrows
Arrows Barbarians
Wizard Arrows Mega Knight
Arrows Wizard Mother Witch Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Witch Mother Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows Barbarians
Arrows Mother Witch Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Arrows Wizard Witch Mother Witch
Wizard Witch
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Barbarians Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Witch
Witch
Witch Mega Knight
Wizard Mega Knight

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