My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Bad

1 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!
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!
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.

Firecracker Wizard

Defensive buildings

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

Cannon

Investments

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

Firecracker Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Mega Knight Golden 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.

Hog Rider 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.

Firecracker Hog Rider Goblin Machine Golden Knight

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
Hog Rider Skeleton Army
Giant Snowball
Cannon Hog Rider Skeleton Army
Zap
Cannon Firecracker Skeleton Army
Barbarian Barrel
Cannon Firecracker Wizard Skeleton Army
The Log
Cannon Firecracker Hog Rider Skeleton Army
Earthquake
Cannon Firecracker Hog Rider Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Hog Rider Wizard Skeleton Army
Fireball
Cannon Firecracker Hog Rider Wizard Skeleton Army
Poison
Cannon Firecracker Wizard Skeleton Army
Lightning
Cannon Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Goblin Machine Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Goblin Machine 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.

Skeleton Army

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

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.

Cannon Firecracker Skeleton Army Hog Rider Golden Knight Wizard Goblin Machine Mega Knight

Shortest cycle

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

13 Cannon Firecracker Skeleton Army Hog Rider

Attack Synergies 1 5

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.

Cannon
Firecracker
Hog Rider Mega Knight
Hog Rider
Firecracker Wizard Mega Knight Golden Knight
Wizard
Hog Rider Mega Knight
Skeleton Army
Goblin Machine
Mega Knight
Firecracker Hog Rider Wizard
Golden Knight
Hog Rider

Defense Synergies 0 9

Cannon
Firecracker Wizard Skeleton Army
Firecracker
Cannon Skeleton Army Mega Knight Golden Knight
Hog Rider
Wizard
Cannon Skeleton Army Mega Knight Golden Knight
Skeleton Army
Cannon Firecracker Wizard
Goblin Machine
Mega Knight
Firecracker Wizard
Golden Knight
Firecracker Wizard

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.

Cannon Firecracker Wizard Golden Knight
Skeleton Army Cannon Firecracker Mega Knight
Cannon Skeleton Army Mega Knight
Cannon Skeleton Army Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Cannon Firecracker Mega Knight
Cannon Firecracker Wizard
Cannon Mega Knight Golden Knight
Cannon Skeleton Army
Skeleton Army Cannon Firecracker Mega Knight
Skeleton Army Cannon Firecracker Wizard Mega Knight
Firecracker Wizard
Cannon Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight Cannon Firecracker Golden Knight
Skeleton Army Cannon Mega Knight
Skeleton Army Cannon Mega Knight
Wizard Mega Knight Cannon Firecracker Skeleton Army
Cannon Mega Knight Firecracker Wizard Skeleton Army Golden Knight
Wizard Cannon Firecracker Mega Knight
Cannon
Wizard Skeleton Army Mega Knight Cannon Firecracker

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Firecracker Wizard Mega Knight
Skeleton Army Mega Knight Golden Knight
Skeleton Army Mega Knight
Cannon Skeleton Army Mega Knight
Firecracker Wizard
Skeleton Army
Mega Knight Skeleton Army
Mega Knight Firecracker Skeleton Army
Cannon Skeleton Army
Mega Knight Golden Knight
Skeleton Army Mega Knight
Skeleton Army Mega Knight Cannon Wizard Golden Knight
Wizard Cannon Firecracker Skeleton Army Mega Knight
Skeleton Army Firecracker Golden Knight
Mega Knight Cannon Firecracker Wizard Golden Knight
Cannon

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 Golden Knight
Firecracker Golden Knight
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Goblin Machine
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Golden Knight
Firecracker Wizard Goblin Machine Golden Knight
Firecracker Wizard
Firecracker Golden Knight
Firecracker
Firecracker
Firecracker Wizard Golden Knight
Firecracker Wizard Mega Knight
Firecracker Wizard Goblin Machine Mega Knight
Firecracker Wizard Goblin Machine Mega Knight Golden Knight
Mega Knight
Wizard
Firecracker Wizard Goblin Machine Mega Knight
Firecracker Wizard Golden Knight
Wizard Mega Knight Golden Knight
Firecracker Golden Knight
Firecracker Wizard
Firecracker Wizard
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Skeleton Army
Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard
Firecracker Mega Knight
Firecracker Golden Knight
Firecracker
Firecracker Mega Knight Golden Knight
Firecracker Wizard Mega Knight

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