My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Inferno Dragon Magic Archer

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch Balloon Electro Giant Inferno Dragon Magic Archer Sparky Mega Knight

Offensive cards

Win conditions

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

Balloon Electro Giant

Damage spells

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

Missing

Punishments

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

Balloon 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.

Balloon Electro Giant Magic Archer 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.

Balloon Magic Archer

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
Balloon Inferno Dragon Sparky
Giant Snowball
Witch Balloon Inferno Dragon
Zap
Witch Balloon Inferno Dragon Sparky
Barbarian Barrel
Bomb Tower Witch Magic Archer Sparky
The Log
Witch Sparky
Earthquake
Bomb Tower Witch
Arrows
Witch
Royal Delivery
Witch Balloon Inferno Dragon Magic Archer Sparky
Fireball
Bomb Tower Witch Balloon Inferno Dragon Magic Archer Sparky
Poison
Bomb Tower Witch Balloon Magic Archer Sparky
Lightning
Bomb Tower Witch Balloon Inferno Dragon Magic Archer Sparky
Rocket
Bomb Tower Witch Balloon Inferno Dragon Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Electro Giant Magic Archer Sparky 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.

Electro Giant Inferno Dragon Sparky 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.

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.

Bomb Tower Inferno Dragon Magic Archer Witch Balloon Sparky Electro Giant Mega Knight

Shortest cycle

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

17 Bomb Tower Inferno Dragon Magic Archer Witch

Attack Synergies 1 7

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.

Bomb Tower
Witch
Mega Knight
Balloon
Magic Archer Sparky Mega Knight
Electro Giant
Inferno Dragon Sparky
Inferno Dragon
Mega Knight Electro Giant
Magic Archer
Balloon Mega Knight
Sparky
Balloon Electro Giant
Mega Knight
Inferno Dragon Witch Balloon Magic Archer

Defense Synergies 0 5

Bomb Tower
Magic Archer
Witch
Mega Knight
Balloon
Electro Giant
Inferno Dragon
Inferno Dragon
Electro Giant Mega Knight
Magic Archer
Bomb Tower Mega Knight
Sparky
Mega Knight
Witch Inferno Dragon Magic Archer

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.

Magic Archer Sparky
Bomb Tower Inferno Dragon Sparky Witch Mega Knight
Bomb Tower Witch Sparky Mega Knight Inferno Dragon
Bomb Tower Witch Inferno Dragon Sparky Mega Knight
Bomb Tower Sparky Mega Knight
Bomb Tower Magic Archer Mega Knight
Inferno Dragon Bomb Tower Witch Magic Archer
Bomb Tower Electro Giant Magic Archer Sparky Mega Knight
Witch Inferno Dragon Sparky Bomb Tower
Sparky Mega Knight
Witch Bomb Tower Electro Giant Magic Archer Mega Knight
Inferno Dragon Witch Magic Archer
Bomb Tower Sparky Mega Knight Witch
Bomb Tower Sparky Mega Knight Witch Magic Archer
Inferno Dragon Sparky Bomb Tower Mega Knight
Bomb Tower Electro Giant Inferno Dragon Sparky Mega Knight
Bomb Tower Sparky Mega Knight Witch
Bomb Tower Mega Knight Witch Magic Archer
Bomb Tower Witch Inferno Dragon Magic Archer Mega Knight
Sparky Bomb Tower Inferno Dragon
Mega Knight Bomb Tower Witch Electro Giant Sparky

Counters to secondary win conditions

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

Mega Knight Witch Electro Giant Sparky
Bomb Tower Inferno Dragon Magic Archer Mega Knight
Mega Knight Bomb Tower Witch Sparky
Mega Knight Sparky
Witch Inferno Dragon Sparky Mega Knight
Electro Giant Bomb Tower Witch Magic Archer
Sparky Bomb Tower Witch
Mega Knight Bomb Tower Inferno Dragon Sparky
Mega Knight Bomb Tower Witch Inferno Dragon Magic Archer Sparky
Witch Inferno Dragon Sparky
Inferno Dragon Mega Knight Bomb Tower Witch Sparky
Mega Knight Electro Giant
Mega Knight Bomb Tower Witch Sparky
Bomb Tower Witch Electro Giant Magic Archer Sparky Mega Knight
Witch Electro Giant Sparky Bomb Tower Inferno Dragon Magic Archer
Mega Knight Bomb Tower Witch Electro Giant Inferno Dragon Magic Archer Sparky
Bomb 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.)

Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Sparky
Magic Archer Sparky Mega Knight
Electro Giant Witch Magic Archer
Witch Magic Archer Sparky
Magic Archer
Sparky
Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Witch Magic Archer Sparky
Magic Archer Sparky Mega Knight
Sparky
Sparky
Magic Archer Sparky Mega Knight
Witch Electro Giant Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Electro Giant Witch Magic Archer Sparky Mega Knight
Witch Inferno Dragon
Witch Magic Archer Sparky
Witch Magic Archer Sparky Mega Knight
Magic Archer Sparky
Witch Electro Giant Magic Archer Sparky
Witch Electro Giant
Sparky
Magic Archer Sparky Mega Knight
Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Witch Magic Archer
Witch Magic Archer
Magic Archer Sparky Mega Knight
Magic Archer
Electro Giant Sparky
Sparky Mega Knight
Electro Giant Witch Magic Archer Sparky
Witch Magic Archer
Witch Electro Giant Magic Archer Sparky Mega Knight
Inferno Dragon Sparky
Sparky Mega Knight

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