My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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.

Inferno Tower Wizard Witch

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Witch Mega Knight Goblinstein

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.

Fireball

Punishments

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

Hog Rider 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.

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.

Hog Rider

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
Giant Snowball
Hog Rider Witch
Zap
Inferno Tower Witch
Barbarian Barrel
Inferno Tower Wizard Witch
The Log
Hog Rider Witch
Earthquake
Hog Rider Inferno Tower Witch
Arrows
Witch
Royal Delivery
Hog Rider Wizard Witch
Fireball
Hog Rider Inferno Tower Wizard Witch
Poison
Inferno Tower Wizard Witch
Lightning
Inferno Tower Wizard Witch Goblinstein
Rocket
Hog Rider Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Inferno Tower 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.

Fireball Wizard 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.

Mirror Fireball Hog Rider Inferno Tower Wizard Witch Goblinstein Mega Knight

Shortest cycle

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

13 Mirror Fireball Hog Rider Inferno Tower

Attack Synergies 2 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.

Fireball
Hog Rider Mirror Mega Knight
Hog Rider
Fireball Wizard Mirror Witch Mega Knight
Inferno Tower
Wizard
Hog Rider Mega Knight
Mirror
Fireball Hog Rider
Witch
Hog Rider Mega Knight
Mega Knight
Fireball Hog Rider Wizard Witch
Goblinstein

Defense Synergies 1 7

Fireball
Mirror Inferno Tower Mega Knight
Hog Rider
Inferno Tower
Fireball Mirror Mega Knight
Wizard
Mega Knight
Mirror
Fireball Inferno Tower Mega Knight
Witch
Mega Knight
Mega Knight
Fireball Inferno Tower Wizard Mirror Witch
Goblinstein

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 Inferno Tower Wizard
Inferno Tower Witch Mega Knight
Inferno Tower Witch Mega Knight
Inferno Tower Witch Mega Knight
Fireball Mega Knight
Fireball Mega Knight
Inferno Tower Fireball Wizard Witch
Fireball Inferno Tower Mega Knight
Inferno Tower Witch
Inferno Tower Mega Knight
Witch Fireball Wizard Mega Knight
Inferno Tower Fireball Wizard Witch
Inferno Tower Mega Knight Fireball Wizard Witch
Fireball Wizard Mega Knight Witch
Inferno Tower Mega Knight
Inferno Tower Fireball Mega Knight
Wizard Mega Knight Fireball Inferno Tower Witch
Fireball Mega Knight Wizard Witch
Wizard Witch Fireball Mega Knight
Inferno Tower
Wizard Mega Knight Fireball Witch

Counters to secondary win conditions

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

Mega Knight Fireball Inferno Tower Witch
Fireball Wizard Mega Knight
Mega Knight Inferno Tower Witch
Mega Knight Fireball Inferno Tower
Inferno Tower Witch Mega Knight
Fireball Wizard Witch
Fireball Inferno Tower Witch
Inferno Tower Mega Knight
Mega Knight Fireball Inferno Tower Witch
Inferno Tower Witch
Mega Knight Inferno Tower Witch
Mega Knight Fireball
Mega Knight Fireball Inferno Tower Wizard Witch
Wizard Fireball Witch Mega Knight
Inferno Tower Witch Fireball
Mega Knight Fireball Inferno Tower Wizard Witch
Fireball Inferno 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Fireball Witch
Fireball Witch
Fireball Witch Mega Knight
Fireball Wizard Mega Knight

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