My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Witch Electro Dragon Ice Wizard 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.

Firecracker Goblin Demolisher Witch Electro Dragon Ice Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Miner

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.

Miner Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

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 Electro Dragon Miner 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
Goblin Demolisher Miner
Giant Snowball
Witch Electro Dragon Miner
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Witch Ice Wizard Electro Wizard
The Log
Firecracker Goblin Demolisher Witch
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Goblin Demolisher Witch Electro Dragon Miner Ice Wizard Electro Wizard
Fireball
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Poison
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Lightning
Witch Electro Dragon Ice Wizard Electro Wizard
Rocket
Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Goblin Demolisher Electro Dragon Ice Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Goblin Demolisher Miner Ice Wizard 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.

Witch Ice Wizard 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.

Firecracker Miner Ice Wizard Goblin Demolisher Electro Wizard Witch Electro Dragon Mega Knight

Shortest cycle

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

13 Firecracker Miner Ice Wizard Goblin Demolisher

Attack Synergies 1 10

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
Miner Mega Knight
Goblin Demolisher
Miner
Witch
Miner Mega Knight
Electro Dragon
Miner Ice Wizard Mega Knight
Miner
Firecracker Goblin Demolisher Witch Electro Dragon Electro Wizard Mega Knight
Ice Wizard
Electro Dragon
Electro Wizard
Miner Mega Knight
Mega Knight
Firecracker Witch Electro Dragon Miner Electro Wizard

Defense Synergies 0 13

Firecracker
Electro Dragon Ice Wizard Electro Wizard Mega Knight
Goblin Demolisher
Witch
Electro Dragon Ice Wizard Electro Wizard Mega Knight
Electro Dragon
Firecracker Witch Ice Wizard Electro Wizard
Miner
Mega Knight
Ice Wizard
Firecracker Witch Electro Dragon Mega Knight
Electro Wizard
Firecracker Witch Electro Dragon Mega Knight
Mega Knight
Firecracker Witch Miner Ice Wizard 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.

Firecracker Goblin Demolisher Electro Dragon Electro Wizard
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard Mega Knight
Witch Mega Knight Electro Dragon Ice Wizard Electro Wizard
Witch Firecracker Electro Dragon Ice Wizard Electro Wizard Mega Knight
Firecracker Goblin Demolisher Mega Knight
Firecracker Goblin Demolisher Electro Dragon Ice Wizard Electro Wizard Mega Knight
Electro Wizard Firecracker Witch Electro Dragon Ice Wizard
Electro Dragon Electro Wizard Mega Knight
Witch Ice Wizard
Firecracker Miner Ice Wizard Electro Wizard Mega Knight
Witch Ice Wizard Electro Wizard Firecracker Goblin Demolisher Electro Dragon Mega Knight
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Mega Knight Witch Electro Dragon Ice Wizard Electro Wizard
Mega Knight Firecracker Goblin Demolisher Witch Electro Dragon Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Firecracker Witch Electro Dragon Electro Wizard
Mega Knight Firecracker Goblin Demolisher Witch Electro Dragon Ice Wizard Electro Wizard
Witch Firecracker Goblin Demolisher Electro Dragon Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Goblin Demolisher Mega Knight Firecracker Witch Electro Dragon Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Electro Wizard
Electro Wizard Firecracker Electro Dragon Miner Mega Knight
Mega Knight Witch Electro Dragon Electro Wizard
Mega Knight Electro Wizard
Witch Mega Knight
Firecracker Goblin Demolisher Witch Electro Dragon Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard
Mega Knight
Electro Dragon Electro Wizard Mega Knight Firecracker Witch
Witch
Mega Knight Witch Electro Dragon
Mega Knight Electro Wizard
Mega Knight Witch
Firecracker Goblin Demolisher Witch Electro Dragon Mega Knight
Witch Electro Dragon Electro Wizard Firecracker
Mega Knight Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Ice Wizard 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.)

Firecracker Electro Dragon
Firecracker Electro Dragon Miner Ice Wizard Electro Wizard
Electro Dragon Miner
Firecracker
Firecracker Goblin Demolisher Mega Knight
Firecracker Witch Electro Dragon Ice Wizard
Firecracker Goblin Demolisher Witch
Firecracker Goblin Demolisher Electro Dragon Ice Wizard
Miner Firecracker Electro Dragon
Electro Dragon Electro Wizard
Firecracker Miner Electro Dragon Electro Wizard
Firecracker Electro Dragon
Firecracker Miner
Firecracker Electro Dragon
Firecracker
Firecracker Goblin Demolisher Witch Electro Dragon
Firecracker Goblin Demolisher Electro Dragon Mega Knight
Firecracker Goblin Demolisher Electro Dragon Electro Wizard Mega Knight
Firecracker Goblin Demolisher Witch Electro Dragon Miner Mega Knight
Mega Knight
Electro Dragon
Firecracker Goblin Demolisher Witch Electro Dragon Ice Wizard Mega Knight
Witch
Firecracker Miner Witch Electro Dragon Ice Wizard Electro Wizard
Witch Electro Dragon Miner Mega Knight
Miner Firecracker
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Electro Dragon Electro Wizard Firecracker Witch
Electro Dragon Miner Mega Knight
Firecracker Electro Dragon Electro Wizard
Mega Knight
Firecracker
Electro Wizard Witch Electro Dragon
Firecracker Witch Electro Dragon Ice Wizard Electro Wizard
Miner Firecracker Electro Dragon Electro Wizard Mega Knight
Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Electro Dragon Firecracker Witch Electro Wizard
Firecracker Witch Electro Dragon Electro Wizard
Electro Dragon Firecracker Witch Miner Electro Wizard Mega Knight
Firecracker Electro Dragon Mega Knight

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