My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Executioner

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 Executioner Electro Giant Goblinstein

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 Rocket

Punishments

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

Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Electro Giant

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
Giant Snowball
Barbarians Witch
Zap
Witch
Barbarian Barrel
Barbarians Wizard Witch Executioner
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Wizard Witch Executioner
Fireball
Barbarians Wizard Witch Executioner
Poison
Barbarians Wizard Witch Executioner
Lightning
Wizard Witch Executioner Goblinstein
Rocket
Barbarians Wizard Witch Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket Witch Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Executioner Electro Giant

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 Rocket Executioner Electro 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Barbarians Wizard Witch Executioner Goblinstein Rocket Electro Giant

Shortest cycle

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

18 Arrows Barbarians Wizard Witch

Attack Synergies 0 1

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
Barbarians
Wizard
Rocket
Electro Giant
Witch
Executioner
Electro Giant
Rocket
Goblinstein

Defense Synergies 0 1

Arrows
Barbarians
Barbarians
Arrows
Wizard
Rocket
Witch
Executioner
Electro Giant
Goblinstein

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.

Rocket Wizard Executioner
Barbarians Witch Executioner
Barbarians Rocket Witch Executioner
Barbarians Witch
Arrows Barbarians Rocket
Arrows Executioner
Rocket Arrows Wizard Witch Executioner
Rocket Arrows Barbarians Electro Giant
Barbarians Witch
Barbarians
Barbarians Witch Executioner Arrows Wizard Electro Giant
Arrows Executioner Wizard Witch
Barbarians Wizard Rocket Witch
Wizard Rocket Executioner Arrows Barbarians Witch
Barbarians
Barbarians Rocket Electro Giant
Barbarians Wizard Arrows Witch Executioner
Arrows Barbarians Wizard Witch Executioner
Arrows Wizard Witch Executioner Barbarians
Barbarians
Wizard Arrows Barbarians Witch Executioner Electro Giant

Counters to secondary win conditions

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

Barbarians Witch Electro Giant
Arrows Wizard Rocket Executioner
Barbarians Rocket Witch
Rocket Barbarians
Barbarians Witch Executioner
Arrows Wizard Rocket Executioner Electro Giant Witch
Rocket Barbarians Witch
Barbarians
Rocket Barbarians Witch
Witch Barbarians
Barbarians Witch
Rocket Arrows Barbarians Electro Giant
Barbarians Rocket Wizard Witch Executioner
Wizard Barbarians Witch Executioner Electro Giant
Barbarians Witch Electro Giant Rocket Executioner
Arrows Executioner Barbarians Wizard Witch Electro Giant
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 Rocket
Arrows Executioner
Rocket Arrows
Arrows Barbarians Rocket
Wizard Rocket Executioner Arrows
Arrows Wizard Executioner Electro Giant Rocket Witch
Arrows Wizard Witch Executioner
Arrows Wizard Executioner
Arrows Wizard
Rocket
Rocket Arrows Wizard
Arrows Wizard Rocket Executioner
Rocket Executioner
Arrows Rocket
Arrows
Rocket Arrows Wizard Witch Executioner
Arrows Wizard Rocket Executioner
Arrows Rocket
Rocket
Rocket Arrows Wizard Executioner
Rocket Arrows Wizard Witch Electro Giant
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows Barbarians
Arrows Electro Giant Wizard Witch Executioner
Witch
Arrows Wizard Witch Executioner
Arrows Wizard Witch
Rocket Arrows
Arrows Wizard Witch Executioner Electro Giant
Rocket Wizard Witch Electro Giant
Arrows Wizard Rocket
Rocket Arrows
Rocket Arrows Wizard
Barbarians Rocket Witch
Rocket Arrows Wizard Witch Executioner
Arrows
Wizard Rocket Executioner
Arrows Wizard Executioner
Rocket Arrows Electro Giant
Executioner
Electro Giant Rocket Witch
Rocket Witch Executioner
Rocket Witch Executioner Electro Giant
Wizard Rocket

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