My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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 Electro Wizard

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.

Witch Balloon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage Lightning

Punishments

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

Balloon Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Balloon 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 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
Balloon
Giant Snowball
Witch Balloon
Zap
Witch Balloon
Barbarian Barrel
Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Witch Balloon Electro Wizard
Fireball
Witch Balloon Electro Wizard
Poison
Witch Balloon Electro Wizard
Lightning
Witch Balloon Electro Wizard
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Rage 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 Witch 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.

Mirror Rage Fireball Electro Wizard Witch Balloon Lightning Mega Knight

Shortest cycle

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

10 Mirror Rage Fireball Electro Wizard

Attack Synergies 3 9

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
Mirror Electro Wizard Mega Knight
Mirror
Fireball Balloon Lightning
Rage
Witch Balloon Electro Wizard
Witch
Rage Mega Knight
Balloon
Rage Mirror Electro Wizard Mega Knight
Lightning
Mirror
Electro Wizard
Fireball Rage Balloon Mega Knight
Mega Knight
Fireball Witch Balloon Electro Wizard

Defense Synergies 1 7

Fireball
Mirror Electro Wizard Mega Knight
Mirror
Fireball Electro Wizard Mega Knight
Rage
Witch
Electro Wizard Mega Knight
Balloon
Lightning
Electro Wizard
Fireball Mirror Witch Mega Knight
Mega Knight
Fireball Mirror Witch Electro 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.

Lightning Fireball Electro Wizard
Witch Electro Wizard Mega Knight
Witch Mega Knight Lightning Electro Wizard
Witch Electro Wizard Mega Knight
Lightning Fireball Mega Knight
Fireball Electro Wizard Mega Knight
Lightning Electro Wizard Fireball Witch
Lightning Fireball Electro Wizard Mega Knight
Witch
Electro Wizard Mega Knight
Witch Electro Wizard Fireball Mega Knight
Fireball Witch Electro Wizard
Mega Knight Fireball Witch Lightning Electro Wizard
Fireball Mega Knight Witch Electro Wizard
Electro Wizard Mega Knight
Fireball Lightning Electro Wizard Mega Knight
Mega Knight Fireball Witch Electro Wizard
Fireball Mega Knight Witch Electro Wizard
Witch Fireball Electro Wizard Mega Knight
Electro Wizard
Mega Knight Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fireball Witch Electro Wizard
Fireball Electro Wizard Lightning Mega Knight
Mega Knight Witch Lightning Electro Wizard
Lightning Mega Knight Fireball Electro Wizard
Witch Mega Knight
Fireball Witch Electro Wizard
Fireball Witch Lightning Electro Wizard
Mega Knight
Lightning Electro Wizard Mega Knight Fireball Witch
Witch
Mega Knight Witch
Lightning Mega Knight Fireball Electro Wizard
Lightning Mega Knight Fireball Witch
Fireball Witch Mega Knight
Witch Electro Wizard Fireball Lightning
Mega Knight Fireball Witch Electro Wizard
Fireball 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.)

Fireball Lightning
Fireball Electro Wizard
Lightning Fireball
Lightning Fireball
Fireball Mega Knight
Fireball Witch
Witch
Fireball Lightning
Fireball Lightning
Lightning Fireball Electro Wizard
Lightning Fireball Electro Wizard
Fireball Lightning
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball Witch
Lightning Fireball Mega Knight
Lightning Fireball
Lightning
Lightning Fireball Electro Wizard Mega Knight
Lightning Fireball Witch Mega Knight
Lightning Fireball Mega Knight
Lightning Fireball
Lightning
Lightning Fireball
Fireball Witch Mega Knight
Witch
Fireball Witch Lightning Electro Wizard
Fireball Lightning Witch Mega Knight
Fireball Lightning
Lightning Fireball Witch Electro Wizard
Lightning Electro Wizard Fireball Witch
Lightning Fireball
Lightning Fireball Mega Knight
Lightning Fireball Electro Wizard
Mega Knight
Fireball Lightning
Lightning Electro Wizard Fireball Witch
Fireball Lightning Witch Electro Wizard
Fireball
Fireball Lightning Electro Wizard Mega Knight
Fireball Lightning
Lightning Fireball
Mega Knight
Fireball Witch Lightning Electro Wizard
Fireball Witch Lightning Electro Wizard
Lightning Fireball Witch Electro Wizard Mega Knight
Fireball Lightning Mega Knight

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