My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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 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.

Firecracker Electro Wizard 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.

Skeleton Barrel Firecracker Giant Skeleton Electro Wizard Mother Witch Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Tornado

Punishments

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

Skeleton Barrel 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.

Skeleton Barrel Giant Skeleton 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.

Skeleton Barrel Firecracker Giant Skeleton Electro Wizard

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
Skeleton Barrel Clone Giant Skeleton
Giant Snowball
Skeleton Barrel Clone
Zap
Skeleton Barrel Firecracker Clone
Barbarian Barrel
Skeleton Barrel Firecracker Clone Giant Skeleton Electro Wizard
The Log
Skeleton Barrel Firecracker Clone Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Skeleton Barrel Firecracker Clone
Royal Delivery
Skeleton Barrel Firecracker Clone Giant Skeleton Electro Wizard Mother Witch
Fireball
Skeleton Barrel Firecracker Clone Electro Wizard Mother Witch
Poison
Skeleton Barrel Firecracker Clone Electro Wizard Mother Witch
Lightning
Electro Wizard Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Skeleton Barrel Clone Tornado Giant Skeleton Mother Witch 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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeleton Barrel Firecracker Clone Tornado Electro Wizard Mother Witch Giant Skeleton Mega Knight

Shortest cycle

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

12 Skeleton Barrel Firecracker Clone Tornado

Attack Synergies 3 13

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.

Skeleton Barrel
Firecracker Clone Tornado Giant Skeleton Mega Knight
Firecracker
Skeleton Barrel Tornado Giant Skeleton Mega Knight
Clone
Skeleton Barrel Giant Skeleton Electro Wizard
Tornado
Skeleton Barrel Firecracker Giant Skeleton Mega Knight
Giant Skeleton
Clone Skeleton Barrel Firecracker Tornado Electro Wizard Mother Witch
Electro Wizard
Clone Giant Skeleton Mega Knight
Mother Witch
Giant Skeleton Mega Knight
Mega Knight
Skeleton Barrel Firecracker Tornado Electro Wizard Mother Witch

Defense Synergies 0 13

Skeleton Barrel
Mega Knight
Firecracker
Tornado Giant Skeleton Electro Wizard Mega Knight
Clone
Tornado
Firecracker Giant Skeleton Electro Wizard Mother Witch Mega Knight
Giant Skeleton
Firecracker Tornado Electro Wizard Mother Witch
Electro Wizard
Firecracker Tornado Giant Skeleton Mega Knight
Mother Witch
Tornado Giant Skeleton Mega Knight
Mega Knight
Skeleton Barrel Firecracker Tornado Electro Wizard 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.

Skeleton Barrel Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
Tornado Mega Knight Giant Skeleton Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker Tornado Giant Skeleton Mega Knight
Tornado Firecracker Electro Wizard Mother Witch Mega Knight
Tornado Electro Wizard Firecracker
Skeleton Barrel Giant Skeleton Electro Wizard Mega Knight
Tornado
Tornado Firecracker Giant Skeleton Electro Wizard Mega Knight
Electro Wizard Mother Witch Firecracker Tornado Giant Skeleton Mega Knight
Firecracker Tornado Electro Wizard
Mega Knight Giant Skeleton Electro Wizard
Mega Knight Firecracker Tornado Electro Wizard
Electro Wizard Mega Knight
Tornado Electro Wizard Mega Knight
Mega Knight Firecracker Tornado Electro Wizard
Mega Knight Firecracker Tornado Electro Wizard
Tornado Firecracker Giant Skeleton Electro Wizard Mother Witch Mega Knight
Tornado Electro Wizard
Mega Knight Firecracker Giant Skeleton Electro Wizard Mother Witch

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Skeleton Barrel Firecracker Mega Knight
Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Mega Knight Tornado Electro Wizard
Giant Skeleton Mega Knight
Firecracker Mother Witch Skeleton Barrel Tornado Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight
Giant Skeleton Electro Wizard Mega Knight Firecracker Tornado
Mega Knight Giant Skeleton
Mega Knight Tornado Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight
Firecracker Mega Knight
Electro Wizard Firecracker Tornado Giant Skeleton
Mega Knight Firecracker Giant Skeleton Electro Wizard Mother Witch
Electro Wizard

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.)

Skeleton Barrel Firecracker Giant Skeleton
Firecracker Skeleton Barrel Tornado Electro Wizard
Skeleton Barrel Giant Skeleton
Skeleton Barrel Firecracker Giant Skeleton
Firecracker Mega Knight
Firecracker Mother Witch Skeleton Barrel Tornado
Firecracker Tornado
Skeleton Barrel Firecracker Tornado
Skeleton Barrel Firecracker Tornado
Tornado Electro Wizard
Firecracker Skeleton Barrel Tornado Electro Wizard
Firecracker Tornado
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker Mega Knight
Tornado
Skeleton Barrel Firecracker Electro Wizard Mega Knight
Skeleton Barrel Firecracker Tornado Mother Witch Mega Knight
Giant Skeleton Mega Knight
Tornado
Tornado
Skeleton Barrel
Firecracker Tornado Mother Witch Mega Knight
Firecracker Skeleton Barrel Tornado Electro Wizard
Skeleton Barrel Tornado Mega Knight
Skeleton Barrel Firecracker Tornado
Firecracker Tornado Electro Wizard Mother Witch
Electro Wizard Skeleton Barrel Firecracker
Mega Knight
Firecracker Electro Wizard
Giant Skeleton Mega Knight
Firecracker
Skeleton Barrel Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Electro Wizard Mega Knight
Skeleton Barrel Firecracker
Tornado Giant Skeleton
Firecracker Mega Knight
Firecracker Tornado Giant Skeleton Electro Wizard
Firecracker Tornado Electro Wizard
Skeleton Barrel Firecracker Tornado Giant Skeleton Electro Wizard Mega Knight
Firecracker Mega Knight

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