My Best Clash Royale Deck

Deck Check Rating

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

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!
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 Musketeer Wizard 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.

Firecracker Elixir Golem Musketeer Wizard Witch Mega Knight Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Barbarians Elixir Golem 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 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
Elixir Golem
Giant Snowball
Barbarians Musketeer Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
The Log
Firecracker Barbarians Elixir Golem Musketeer Witch
Earthquake
Firecracker Barbarians Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
Fireball
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
Poison
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
Lightning
Musketeer Wizard Witch
Rocket
Barbarians Musketeer Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Elixir Golem 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.

Barbarians Musketeer 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Elixir Golem Musketeer Golden Knight Barbarians Wizard Witch Mega Knight

Shortest cycle

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

14 Firecracker Elixir Golem Musketeer Golden Knight

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.

Firecracker
Elixir Golem Mega Knight
Barbarians
Elixir Golem
Firecracker Musketeer Wizard Witch
Musketeer
Elixir Golem Mega Knight
Wizard
Elixir Golem Mega Knight
Witch
Elixir Golem Mega Knight
Mega Knight
Firecracker Musketeer Wizard Witch
Golden Knight

Defense Synergies 0 8

Firecracker
Musketeer Mega Knight Golden Knight
Barbarians
Elixir Golem
Musketeer
Firecracker Mega Knight Golden Knight
Wizard
Mega Knight Golden Knight
Witch
Mega Knight
Mega Knight
Firecracker Musketeer Wizard Witch
Golden Knight
Firecracker Musketeer 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.

Firecracker Musketeer Wizard Golden Knight
Barbarians Firecracker Musketeer Witch Mega Knight
Barbarians Witch Mega Knight Musketeer
Barbarians Witch Firecracker Musketeer Mega Knight
Firecracker Barbarians Mega Knight
Firecracker Musketeer Mega Knight
Musketeer Firecracker Wizard Witch
Barbarians Musketeer Mega Knight Golden Knight
Barbarians Witch Musketeer
Firecracker Barbarians Musketeer Mega Knight
Barbarians Witch Firecracker Musketeer Wizard Mega Knight
Musketeer Firecracker Wizard Witch
Barbarians Mega Knight Musketeer Wizard Witch
Wizard Mega Knight Firecracker Barbarians Witch Golden Knight
Barbarians Mega Knight
Barbarians Mega Knight
Barbarians Wizard Mega Knight Firecracker Musketeer Witch
Mega Knight Firecracker Barbarians Musketeer Wizard Witch Golden Knight
Wizard Witch Firecracker Barbarians Musketeer Mega Knight
Barbarians Musketeer
Wizard Mega Knight Firecracker Barbarians Musketeer Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Witch
Firecracker Musketeer Wizard Mega Knight
Barbarians Mega Knight Musketeer Witch Golden Knight
Mega Knight Barbarians Musketeer
Barbarians Musketeer Witch Mega Knight
Firecracker Wizard Musketeer Witch
Barbarians Musketeer Witch
Mega Knight Barbarians
Mega Knight Firecracker Barbarians Witch
Witch Barbarians Musketeer
Mega Knight Barbarians Musketeer Witch Golden Knight
Mega Knight Barbarians
Barbarians Mega Knight Wizard Witch Golden Knight
Wizard Firecracker Barbarians Musketeer Witch Mega Knight
Barbarians Witch Firecracker Musketeer Golden Knight
Mega Knight Firecracker Barbarians Musketeer Wizard Witch Golden Knight

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 Musketeer Golden Knight
Firecracker Musketeer Golden Knight
Firecracker Barbarians Musketeer
Wizard Firecracker Mega Knight
Firecracker Wizard Musketeer Witch
Firecracker Musketeer Wizard Witch
Firecracker Wizard
Firecracker Wizard Golden Knight
Musketeer
Firecracker Musketeer Wizard Golden Knight
Firecracker Musketeer Wizard
Firecracker Musketeer Golden Knight
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer Wizard Witch Golden Knight
Firecracker Musketeer Wizard Mega Knight
Firecracker Musketeer Wizard Mega Knight
Firecracker Wizard Witch Mega Knight Golden Knight
Musketeer Mega Knight
Wizard
Musketeer
Barbarians Musketeer
Firecracker Wizard Witch Mega Knight
Witch
Firecracker Musketeer Wizard Witch Golden Knight
Musketeer Wizard Witch Mega Knight Golden Knight
Firecracker Musketeer Golden Knight
Firecracker Musketeer Wizard Witch
Firecracker Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Barbarians Musketeer Witch
Firecracker Musketeer Wizard Witch
Firecracker Musketeer Wizard Mega Knight
Firecracker Musketeer Wizard
Firecracker Musketeer Mega Knight
Firecracker Musketeer Witch Golden Knight
Firecracker Musketeer Witch
Firecracker Musketeer Witch Mega Knight Golden Knight
Firecracker Wizard Mega Knight

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