My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Inferno Tower Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Mega Knight Monk

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Lightning

Punishments

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

Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

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.

Monk

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
Guards
Giant Snowball
Guards Witch
Zap
Inferno Tower Guards Witch
Barbarian Barrel
Inferno Tower Wizard Guards Witch
The Log
Guards Witch
Earthquake
Inferno Tower Guards Witch
Arrows
Guards Witch
Royal Delivery
Wizard Guards Witch
Fireball
Inferno Tower Wizard Witch
Poison
Inferno Tower Wizard Guards Witch
Lightning
Inferno Tower Wizard Witch Monk
Rocket
Inferno Tower 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 Inferno Tower Guards 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.

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.

Arrows Guards Inferno Tower Wizard Witch Monk Lightning Mega Knight

Shortest cycle

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

16 Arrows Guards Inferno Tower Wizard

Attack Synergies 0 4

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
Lightning Mega Knight
Inferno Tower
Wizard
Mega Knight
Guards
Witch
Mega Knight
Lightning
Arrows
Mega Knight
Arrows Wizard Witch
Monk

Defense Synergies 2 8

Arrows
Mega Knight Inferno Tower Lightning Monk
Inferno Tower
Guards Arrows Mega Knight
Wizard
Guards Mega Knight
Guards
Inferno Tower Wizard Witch
Witch
Guards Mega Knight
Lightning
Arrows
Mega Knight
Arrows Inferno Tower Wizard Witch
Monk
Arrows

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.

Lightning Inferno Tower Wizard
Inferno Tower Witch Mega Knight Monk
Inferno Tower Witch Mega Knight Lightning
Inferno Tower Witch Guards Mega Knight Monk
Lightning Arrows Mega Knight Monk
Arrows Guards Mega Knight
Inferno Tower Lightning Arrows Wizard Witch
Lightning Arrows Inferno Tower Mega Knight Monk
Inferno Tower Witch
Guards Inferno Tower Mega Knight
Guards Witch Arrows Wizard Mega Knight
Arrows Inferno Tower Wizard Witch
Inferno Tower Mega Knight Wizard Guards Witch Lightning
Wizard Mega Knight Arrows Guards Witch
Inferno Tower Mega Knight
Inferno Tower Monk Lightning Mega Knight
Wizard Mega Knight Arrows Inferno Tower Witch
Arrows Mega Knight Wizard Guards Witch
Arrows Wizard Witch Guards Mega Knight
Inferno Tower
Wizard Mega Knight Arrows Guards Witch
Inferno Tower Guards

Counters to secondary win conditions

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

Guards Mega Knight Inferno Tower Witch
Arrows Wizard Lightning Mega Knight Monk
Guards Mega Knight Inferno Tower Witch Lightning
Guards Lightning Mega Knight Inferno Tower Monk
Inferno Tower Guards Witch Mega Knight
Arrows Wizard Witch Monk
Guards Inferno Tower Witch Lightning
Inferno Tower Mega Knight
Lightning Mega Knight Inferno Tower Witch Monk
Inferno Tower Witch Guards
Mega Knight Inferno Tower Guards Witch
Lightning Mega Knight Monk Arrows Guards
Lightning Mega Knight Inferno Tower Wizard Guards Witch
Wizard Witch Mega Knight
Inferno Tower Guards Witch Lightning Monk
Arrows Mega Knight Inferno Tower Wizard Witch
Arrows Inferno Tower

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.)

Lightning Arrows Guards Monk
Arrows Monk
Lightning Arrows
Lightning Arrows Guards
Wizard Arrows Mega Knight
Arrows Wizard Witch Monk
Arrows Wizard Witch
Arrows Wizard Lightning
Arrows Monk Wizard Lightning
Lightning Guards
Lightning Monk Arrows Wizard
Lightning Monk Arrows Wizard
Lightning
Lightning Arrows Monk
Lightning Arrows
Lightning Arrows Wizard Witch
Lightning Arrows Wizard Mega Knight
Lightning Monk Arrows
Lightning
Lightning Arrows Wizard Mega Knight Monk
Lightning Arrows Wizard Witch Mega Knight Monk
Lightning Mega Knight Monk
Lightning Arrows Wizard
Lightning Monk
Lightning Arrows Monk
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch Lightning Monk
Lightning Arrows Wizard Witch Mega Knight Monk
Lightning Arrows
Lightning Arrows Wizard Witch
Lightning Wizard Guards Witch
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows Monk
Mega Knight
Arrows Wizard Lightning Monk
Lightning Guards Witch
Lightning Arrows Wizard Witch Monk
Arrows
Lightning Wizard Mega Knight
Arrows Wizard Lightning
Lightning Monk Arrows
Mega Knight
Guards Witch Lightning
Witch Lightning
Lightning Witch Mega Knight Monk
Lightning Wizard Mega Knight Monk

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