My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Wizard Night Witch Little Prince

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 Wizard Giant Skeleton Night Witch Mega Knight Little Prince

Offensive cards

Win conditions

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

Missing

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.

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.

Barbarians 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.

Firecracker Giant Skeleton

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
Clone Giant Skeleton Night Witch
Giant Snowball
Barbarians Clone Night Witch Little Prince
Zap
Firecracker Clone Night Witch Little Prince
Barbarian Barrel
Firecracker Barbarians Wizard Clone Giant Skeleton Night Witch Little Prince
The Log
Firecracker Barbarians Clone Giant Skeleton Little Prince
Earthquake
Firecracker Barbarians Clone
Arrows
Firecracker Clone Night Witch Little Prince
Royal Delivery
Firecracker Barbarians Wizard Clone Giant Skeleton Night Witch Little Prince
Fireball
Firecracker Barbarians Wizard Clone Night Witch Little Prince
Poison
Firecracker Barbarians Wizard Clone Night Witch Little Prince
Lightning
Wizard Night Witch Little Prince
Rocket
Barbarians Wizard Night Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

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.

Clone Giant Skeleton Night 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.

Barbarians 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.

Firecracker Clone Little Prince Night Witch Barbarians Wizard Giant Skeleton Mega Knight

Shortest cycle

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

13 Firecracker Clone Little Prince Night Witch

Attack Synergies 2 6

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
Giant Skeleton Mega Knight
Barbarians
Wizard
Giant Skeleton Mega Knight
Clone
Giant Skeleton Night Witch
Giant Skeleton
Clone Firecracker Wizard Night Witch
Night Witch
Clone Giant Skeleton Mega Knight
Mega Knight
Firecracker Wizard Night Witch
Little Prince

Defense Synergies 0 7

Firecracker
Giant Skeleton Night Witch Mega Knight
Barbarians
Wizard
Giant Skeleton Mega Knight
Clone
Giant Skeleton
Firecracker Wizard Little Prince
Night Witch
Firecracker Mega Knight
Mega Knight
Firecracker Wizard Night Witch
Little Prince
Giant Skeleton

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 Wizard
Barbarians Firecracker Night Witch Mega Knight
Barbarians Mega Knight Giant Skeleton Night Witch
Barbarians Night Witch Firecracker Mega Knight
Firecracker Barbarians Giant Skeleton Mega Knight
Firecracker Night Witch Mega Knight
Firecracker Wizard Night Witch Little Prince
Barbarians Giant Skeleton Mega Knight
Barbarians Night Witch
Firecracker Barbarians Giant Skeleton Night Witch Mega Knight Little Prince
Barbarians Firecracker Wizard Giant Skeleton Night Witch Mega Knight
Firecracker Wizard Night Witch
Barbarians Night Witch Mega Knight Wizard Giant Skeleton
Wizard Mega Knight Firecracker Barbarians Night Witch
Barbarians Mega Knight
Barbarians Mega Knight
Barbarians Wizard Mega Knight Firecracker Night Witch
Mega Knight Firecracker Barbarians Wizard Night Witch Little Prince
Wizard Firecracker Barbarians Giant Skeleton Mega Knight Little Prince
Barbarians
Wizard Mega Knight Firecracker Barbarians Giant Skeleton Night Witch Little Prince

Counters to secondary win conditions

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

Barbarians Mega Knight Giant Skeleton
Firecracker Wizard Mega Knight
Barbarians Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Barbarians Night Witch
Barbarians Giant Skeleton Night Witch Mega Knight
Firecracker Wizard
Barbarians Giant Skeleton Night Witch
Giant Skeleton Mega Knight Barbarians
Giant Skeleton Mega Knight Firecracker Barbarians
Barbarians
Mega Knight Barbarians Giant Skeleton
Mega Knight Barbarians Giant Skeleton
Barbarians Giant Skeleton Mega Knight Wizard Night Witch
Wizard Firecracker Barbarians Mega Knight
Barbarians Firecracker Giant Skeleton Night Witch Little Prince
Mega Knight Firecracker Barbarians Wizard Giant Skeleton

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 Giant Skeleton
Firecracker
Giant Skeleton
Firecracker Barbarians Giant Skeleton
Wizard Firecracker Mega Knight
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Night Witch
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Night Witch
Firecracker Wizard Mega Knight
Firecracker Wizard Mega Knight Little Prince
Giant Skeleton Night Witch Mega Knight
Wizard
Barbarians
Firecracker Wizard Mega Knight Little Prince
Firecracker Wizard
Wizard Mega Knight
Firecracker
Firecracker Wizard Night Witch Little Prince
Firecracker Wizard
Night Witch
Wizard Night Witch Mega Knight
Firecracker
Giant Skeleton Mega Knight
Firecracker Wizard
Barbarians Night Witch
Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard
Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton
Firecracker
Firecracker Giant Skeleton Mega Knight Little Prince
Firecracker Wizard Mega Knight

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