My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

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 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!
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 Inferno Dragon 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.

Witch Inferno Dragon Mother Witch Mega Knight Skeleton King

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.

Fireball Rage

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.

Fireball

Dropped at the bridge

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

Barbarians Mega Knight Skeleton King

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
Inferno Dragon Skeleton King
Giant Snowball
Barbarians Witch Inferno Dragon Skeleton King
Zap
Witch Inferno Dragon Skeleton King
Barbarian Barrel
Barbarians Witch Skeleton King
The Log
Barbarians Witch Skeleton King
Earthquake
Barbarians Witch Skeleton King
Arrows
Witch Skeleton King
Royal Delivery
Barbarians Witch Inferno Dragon Mother Witch Skeleton King
Fireball
Barbarians Witch Inferno Dragon Mother Witch Skeleton King
Poison
Barbarians Witch Mother Witch Skeleton King
Lightning
Witch Inferno Dragon Mother Witch Skeleton King
Rocket
Barbarians Witch Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Mega Knight Skeleton King

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.

Rage Inferno Dragon Mother Witch 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.

Fireball

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 Fireball 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.

Rage Fireball Inferno Dragon Mother Witch Skeleton King Barbarians Witch Mega Knight

Shortest cycle

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

14 Rage Fireball Inferno Dragon Mother Witch

Attack Synergies 2 6

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.

Barbarians
Fireball
Mega Knight Skeleton King
Rage
Witch Mother Witch
Witch
Rage Mega Knight Skeleton King
Inferno Dragon
Mega Knight
Mother Witch
Rage Mega Knight
Mega Knight
Inferno Dragon Fireball Witch Mother Witch
Skeleton King
Fireball Witch

Defense Synergies 0 6

Barbarians
Fireball
Mega Knight
Rage
Witch
Mega Knight
Inferno Dragon
Mega Knight Skeleton King
Mother Witch
Mega Knight Skeleton King
Mega Knight
Fireball Witch Inferno Dragon Mother Witch
Skeleton King
Inferno Dragon 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.

Fireball
Barbarians Inferno Dragon Witch Mega Knight
Barbarians Witch Mega Knight Inferno Dragon
Barbarians Witch Inferno Dragon Mega Knight Skeleton King
Barbarians Fireball Mega Knight
Fireball Mother Witch Mega Knight
Inferno Dragon Fireball Witch
Barbarians Fireball Mega Knight
Barbarians Witch Inferno Dragon Skeleton King
Barbarians Mega Knight
Barbarians Witch Mother Witch Fireball Mega Knight Skeleton King
Inferno Dragon Fireball Witch
Barbarians Mega Knight Fireball Witch
Fireball Mega Knight Barbarians Witch Skeleton King
Barbarians Inferno Dragon Mega Knight Skeleton King
Barbarians Fireball Inferno Dragon Mega Knight
Barbarians Mega Knight Fireball Witch
Fireball Mega Knight Barbarians Witch
Witch Barbarians Fireball Inferno Dragon Mother Witch Mega Knight
Barbarians Inferno Dragon
Mega Knight Barbarians Fireball Witch Mother Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Fireball Witch
Fireball Inferno Dragon Mega Knight
Barbarians Mega Knight Witch
Mega Knight Barbarians Fireball
Barbarians Witch Inferno Dragon Mega Knight
Fireball Mother Witch Witch
Barbarians Fireball Witch
Mega Knight Barbarians Inferno Dragon
Mega Knight Barbarians Fireball Witch Inferno Dragon
Witch Barbarians Inferno Dragon
Inferno Dragon Mega Knight Barbarians Witch
Mega Knight Barbarians Fireball
Barbarians Mega Knight Fireball Witch Skeleton King
Barbarians Fireball Witch Mega Knight
Barbarians Witch Fireball Inferno Dragon Skeleton King
Mega Knight Barbarians Fireball Witch Inferno Dragon Mother Witch Skeleton King
Fireball

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.)

Fireball
Fireball
Fireball
Barbarians Fireball
Fireball Mega Knight
Fireball Mother Witch Witch
Witch
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Witch
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Witch Mother Witch Mega Knight
Fireball Mega Knight
Fireball
Barbarians Fireball
Mother Witch Fireball Witch Mega Knight
Witch Inferno Dragon
Fireball Witch
Fireball Witch Mega Knight
Fireball
Fireball Witch Mother Witch
Fireball Witch
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Barbarians Fireball Witch
Fireball Witch
Fireball
Fireball Mega Knight
Fireball Skeleton King
Fireball
Mega Knight
Fireball Witch Skeleton King
Fireball Witch
Fireball Witch Mega Knight
Inferno Dragon
Fireball Mega Knight

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