My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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 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!
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 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.

Firecracker 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.

Firecracker Witch Electro Giant Mega Knight

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 Tornado

Punishments

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

Elite Barbarians Electro Giant 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.

Elite Barbarians Battle Healer Electro Giant 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 Elite Barbarians

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
Elite Barbarians
Giant Snowball
Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Elite Barbarians Witch
The Log
Firecracker Elite Barbarians Witch
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elite Barbarians Battle Healer Witch
Fireball
Firecracker Elite Barbarians Battle Healer Witch
Poison
Firecracker Battle Healer Witch
Lightning
Elite Barbarians Battle Healer Witch
Rocket
Elite Barbarians Battle Healer Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Electro Giant 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 Battle Healer Tornado Electro Giant 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.

Elite Barbarians

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.

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.

Arrows Firecracker Tornado Battle Healer Witch Elite Barbarians Electro Giant Mega Knight

Shortest cycle

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

13 Arrows Firecracker Tornado Battle Healer

Attack Synergies 2 12

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
Elite Barbarians Battle Healer Mega Knight
Firecracker
Elite Barbarians Battle Healer Tornado Mega Knight
Elite Barbarians
Arrows Firecracker Mega Knight
Battle Healer
Arrows Firecracker Tornado Witch
Tornado
Electro Giant Firecracker Battle Healer Witch Mega Knight
Witch
Battle Healer Tornado Mega Knight
Electro Giant
Tornado
Mega Knight
Arrows Firecracker Elite Barbarians Tornado Witch

Defense Synergies 1 12

Arrows
Mega Knight Battle Healer Tornado
Firecracker
Battle Healer Tornado Mega Knight
Elite Barbarians
Mega Knight
Battle Healer
Arrows Firecracker Tornado Witch
Tornado
Arrows Firecracker Battle Healer Witch Electro Giant Mega Knight
Witch
Battle Healer Tornado Mega Knight
Electro Giant
Tornado
Mega Knight
Arrows Firecracker Elite Barbarians Tornado 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.

Firecracker
Elite Barbarians Firecracker Battle Healer Witch Mega Knight
Tornado Witch Mega Knight Elite Barbarians
Elite Barbarians Witch Firecracker Mega Knight
Arrows Firecracker Elite Barbarians Battle Healer Tornado Mega Knight
Arrows Tornado Firecracker Mega Knight
Tornado Arrows Firecracker Witch
Arrows Battle Healer Electro Giant Mega Knight
Witch Elite Barbarians Tornado
Elite Barbarians Tornado Firecracker Battle Healer Mega Knight
Witch Arrows Firecracker Tornado Electro Giant Mega Knight
Arrows Firecracker Tornado Witch
Mega Knight Elite Barbarians Battle Healer Witch
Mega Knight Arrows Firecracker Tornado Witch
Elite Barbarians Mega Knight
Tornado Elite Barbarians Electro Giant Mega Knight
Mega Knight Arrows Firecracker Elite Barbarians Tornado Witch
Arrows Mega Knight Firecracker Elite Barbarians Battle Healer Tornado Witch
Arrows Tornado Witch Firecracker Battle Healer Mega Knight
Elite Barbarians Tornado
Mega Knight Arrows Firecracker Elite Barbarians Battle Healer Witch Electro Giant

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Battle Healer Witch Electro Giant
Arrows Firecracker Elite Barbarians Battle Healer Mega Knight
Mega Knight Elite Barbarians Battle Healer Witch
Mega Knight Elite Barbarians Battle Healer Tornado
Elite Barbarians Battle Healer Witch Mega Knight
Arrows Firecracker Electro Giant Tornado Witch
Elite Barbarians Battle Healer Witch
Mega Knight Elite Barbarians Battle Healer
Mega Knight Firecracker Elite Barbarians Tornado Witch
Witch
Mega Knight Elite Barbarians Witch
Mega Knight Arrows Elite Barbarians Tornado Electro Giant
Elite Barbarians Mega Knight Witch
Firecracker Witch Electro Giant Mega Knight
Elite Barbarians Witch Electro Giant Firecracker Battle Healer Tornado
Arrows Mega Knight Firecracker Elite Barbarians Battle Healer 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 Firecracker
Arrows Firecracker Tornado
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Electro Giant Tornado Witch
Arrows Firecracker Tornado Witch
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Elite Barbarians Tornado
Firecracker Arrows Tornado
Arrows Firecracker Tornado
Firecracker Elite Barbarians
Arrows Firecracker
Arrows Firecracker Elite Barbarians
Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows Tornado
Arrows Firecracker Mega Knight
Arrows Firecracker Tornado Witch Electro Giant Mega Knight
Mega Knight
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado Electro Giant Witch Mega Knight
Witch
Arrows Firecracker Tornado Witch
Arrows Tornado Witch Mega Knight
Arrows Firecracker Tornado
Elite Barbarians Arrows Firecracker Tornado Witch Electro Giant
Firecracker Witch Electro Giant
Elite Barbarians
Arrows Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker
Witch
Arrows Firecracker Tornado Witch
Arrows
Firecracker Mega Knight
Arrows Firecracker
Arrows Tornado Electro Giant
Firecracker Elite Barbarians Mega Knight
Electro Giant Firecracker Elite Barbarians Tornado Witch
Firecracker Tornado Witch
Firecracker Tornado Witch Electro Giant Mega Knight
Firecracker Mega Knight

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