My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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 Witch Giant Skeleton Sparky

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 Rocket

Punishments

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

Elixir Golem

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.

Elixir Golem Giant Skeleton

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.

Giant Skeleton

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 Clone Giant Skeleton Sparky
Giant Snowball
Clone Witch
Zap
Clone Witch Sparky
Barbarian Barrel
Elixir Golem Clone Witch Giant Skeleton Sparky
The Log
Elixir Golem Clone Witch Giant Skeleton Sparky
Earthquake
Elixir Golem Clone Witch
Arrows
Clone Witch
Royal Delivery
Elixir Golem Clone Witch Giant Skeleton Sparky
Fireball
Elixir Golem Clone Witch Sparky
Poison
Elixir Golem Clone Witch Sparky
Lightning
Witch Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Sparky

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 Rocket Clone Giant Skeleton Sparky

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.

RIP

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 Clone Witch Rocket Giant Skeleton Sparky

Shortest cycle

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

9 Mirror Arrows Elixir Golem Clone

Attack Synergies 3 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
Mirror Sparky Elixir Golem Giant Skeleton
Elixir Golem
Arrows Mirror Witch Sparky
Rocket
Mirror
Mirror
Arrows Elixir Golem Rocket Giant Skeleton Sparky
Clone
Giant Skeleton Witch Sparky
Witch
Elixir Golem Clone Giant Skeleton
Giant Skeleton
Clone Arrows Mirror Witch Sparky
Sparky
Arrows Elixir Golem Mirror Clone Giant Skeleton

Defense Synergies 1 4

Arrows
Mirror Giant Skeleton Sparky
Elixir Golem
Rocket
Mirror
Arrows Sparky
Clone
Witch
Giant Skeleton
Giant Skeleton
Arrows Witch
Sparky
Arrows Mirror

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 Sparky
Sparky Witch
Rocket Witch Sparky Giant Skeleton
Witch Sparky
Arrows Rocket Giant Skeleton Sparky
Arrows
Rocket Arrows Witch
Rocket Arrows Giant Skeleton Sparky
Witch Sparky
Giant Skeleton Sparky
Witch Arrows Giant Skeleton
Arrows Witch
Sparky Rocket Witch Giant Skeleton
Rocket Sparky Arrows Witch
Sparky
Rocket Sparky
Sparky Arrows Witch
Arrows Witch
Arrows Witch Giant Skeleton
Sparky
Arrows Witch Giant Skeleton Sparky
Sparky

Counters to secondary win conditions

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

Witch Giant Skeleton Sparky
Arrows Rocket
Giant Skeleton Rocket Witch Sparky
Rocket Giant Skeleton Sparky
Giant Skeleton Witch Sparky
Arrows Rocket Witch
Rocket Sparky Witch Giant Skeleton
Giant Skeleton Sparky
Rocket Giant Skeleton Witch Sparky
Witch Sparky
Witch Giant Skeleton Sparky
Rocket Arrows Giant Skeleton
Rocket Giant Skeleton Witch Sparky
Witch Sparky
Witch Sparky Rocket Giant Skeleton
Arrows Witch Giant Skeleton Sparky
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 Giant Skeleton Sparky
Arrows
Rocket Arrows Giant Skeleton Sparky
Arrows Rocket Giant Skeleton Sparky
Rocket Arrows Sparky
Arrows Rocket Witch
Arrows Witch Sparky
Arrows
Arrows
Rocket Sparky
Rocket Arrows Sparky
Arrows Rocket
Rocket Sparky
Arrows Rocket
Arrows Sparky
Rocket Arrows Witch Sparky
Arrows Rocket Sparky
Arrows Rocket Sparky
Rocket Sparky
Rocket Arrows Sparky
Rocket Arrows Witch
Rocket Giant Skeleton Sparky
Rocket Arrows
Rocket Sparky
Rocket Arrows
Arrows Witch Sparky
Witch
Arrows Witch Sparky
Arrows Witch Sparky
Rocket Arrows Sparky
Arrows Witch Sparky
Rocket Witch
Sparky
Arrows Rocket Sparky
Rocket Arrows Sparky
Giant Skeleton Sparky
Rocket Arrows Sparky
Rocket Witch
Rocket Arrows Witch
Arrows
Rocket Sparky
Arrows
Rocket Arrows Giant Skeleton Sparky
Sparky
Rocket Witch Giant Skeleton Sparky
Rocket Witch
Rocket Witch Giant Skeleton Sparky
Sparky
Rocket Sparky

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