My Best Clash Royale Deck

Deck Check Rating

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

1 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers Firecracker Hunter Witch Electro Dragon

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.

Archers Firecracker Rune Giant Hunter Witch Electro Dragon

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Missing

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.

Rune Giant

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 Electro Dragon

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
Archers Guards
Giant Snowball
Archers Guards Witch Electro Dragon
Zap
Archers Firecracker Guards Witch
Barbarian Barrel
Archers Firecracker Guards Hunter Witch
The Log
Archers Firecracker Guards Hunter Witch
Earthquake
Archers Firecracker Guards Witch
Arrows
Archers Firecracker Guards Witch
Royal Delivery
Archers Firecracker Guards Hunter Witch Electro Dragon
Fireball
Archers Firecracker Hunter Witch Electro Dragon
Poison
Archers Firecracker Guards Hunter Witch Electro Dragon
Lightning
Hunter Witch Electro Dragon
Rocket
Hunter Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Hunter Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Hunter Electro Dragon

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.

Guards Rune 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.

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.

Berserker Archers Firecracker Guards Rune Giant Hunter Witch Electro Dragon

Shortest cycle

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

11 Berserker Archers Firecracker Guards

Attack Synergies 1 2

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.

Berserker
Rune Giant
Archers
Rune Giant Electro Dragon
Firecracker
Guards
Rune Giant
Berserker Archers
Hunter
Witch
Electro Dragon
Archers

Defense Synergies 1 9

Berserker
Archers
Firecracker Guards Witch
Firecracker
Archers Guards Hunter Electro Dragon
Guards
Hunter Archers Firecracker Witch Electro Dragon
Rune Giant
Hunter
Guards Firecracker
Witch
Archers Guards Electro Dragon
Electro Dragon
Firecracker Guards 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 Electro Dragon
Hunter Firecracker Witch Electro Dragon
Hunter Witch Archers Electro Dragon
Hunter Witch Firecracker Guards Electro Dragon
Firecracker
Archers Firecracker Guards Hunter Electro Dragon
Hunter Archers Firecracker Witch Electro Dragon
Electro Dragon
Hunter Witch
Guards Archers Firecracker Hunter
Berserker Archers Guards Witch Firecracker Hunter Electro Dragon
Hunter Archers Firecracker Witch Electro Dragon
Hunter Guards Witch Electro Dragon
Firecracker Guards Hunter Witch Electro Dragon
Hunter
Hunter
Firecracker Hunter Witch Electro Dragon
Archers Firecracker Guards Hunter Witch Electro Dragon
Hunter Witch Archers Firecracker Guards Electro Dragon
Hunter
Archers Firecracker Guards Hunter Witch Electro Dragon
Guards Hunter

Counters to secondary win conditions

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

Guards Archers Witch
Archers Firecracker Hunter Electro Dragon
Guards Hunter Witch Electro Dragon
Guards Hunter
Guards Hunter Witch
Firecracker Archers Hunter Witch Electro Dragon
Guards Archers Hunter Witch
Hunter
Electro Dragon Firecracker Witch
Witch Guards
Guards Hunter Witch Electro Dragon
Guards
Guards Hunter Witch
Archers Firecracker Witch Electro Dragon
Guards Witch Electro Dragon Archers Firecracker Hunter
Archers Firecracker Hunter Witch Electro Dragon

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.)

Firecracker Guards Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker Guards
Firecracker
Firecracker Hunter Witch Electro Dragon
Archers Firecracker Witch
Firecracker Hunter Electro Dragon
Firecracker Electro Dragon
Guards Electro Dragon
Firecracker Electro Dragon
Archers Firecracker Electro Dragon
Firecracker Hunter
Firecracker Electro Dragon
Firecracker
Firecracker Hunter Witch Electro Dragon
Firecracker Electro Dragon
Archers Firecracker Hunter Electro Dragon
Firecracker Witch Electro Dragon
Electro Dragon
Firecracker Hunter Witch Electro Dragon
Witch
Firecracker Hunter Witch Electro Dragon
Witch Electro Dragon
Firecracker
Archers Firecracker Hunter Witch Electro Dragon
Electro Dragon Firecracker Guards Witch
Hunter Electro Dragon
Firecracker Electro Dragon
Firecracker
Archers Guards Witch Electro Dragon
Archers Firecracker Hunter Witch Electro Dragon
Firecracker Hunter Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon Firecracker Guards Witch
Firecracker Witch Electro Dragon
Electro Dragon Firecracker Witch
Firecracker Electro Dragon

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