My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Witch Electro Wizard Magic Archer

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 Dark Prince Witch Electro Wizard Magic Archer Mega Knight Monk

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.

Missing

Punishments

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

Hog Rider Dark Prince 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.

Hog Rider Dark Prince Magic Archer 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 Hog Rider Dark Prince Electro Wizard Magic Archer Monk

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 Dark Prince
Giant Snowball
Hog Rider Witch
Zap
Firecracker Dark Prince Witch
Barbarian Barrel
Firecracker Dark Prince Witch Electro Wizard Magic Archer
The Log
Firecracker Hog Rider Dark Prince Witch
Earthquake
Firecracker Hog Rider Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Hog Rider Dark Prince Witch Electro Wizard Magic Archer
Fireball
Firecracker Hog Rider Witch Electro Wizard Magic Archer
Poison
Firecracker Witch Electro Wizard Magic Archer
Lightning
Dark Prince Witch Electro Wizard Magic Archer Monk
Rocket
Hog Rider Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince Magic Archer 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.

Dark Prince 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 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 Hog Rider Dark Prince Electro Wizard Magic Archer Witch Monk Mega Knight

Shortest cycle

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

15 Firecracker Hog Rider Dark Prince Electro Wizard

Attack Synergies 1 15

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
Hog Rider Dark Prince Mega Knight Monk
Hog Rider
Firecracker Dark Prince Witch Electro Wizard Magic Archer Mega Knight
Dark Prince
Firecracker Hog Rider Witch Electro Wizard Magic Archer
Witch
Hog Rider Dark Prince Mega Knight
Electro Wizard
Hog Rider Dark Prince Magic Archer Mega Knight
Magic Archer
Hog Rider Dark Prince Electro Wizard Mega Knight
Mega Knight
Firecracker Hog Rider Witch Electro Wizard Magic Archer
Monk
Firecracker

Defense Synergies 0 11

Firecracker
Dark Prince Electro Wizard Mega Knight
Hog Rider
Dark Prince
Firecracker Witch Electro Wizard Magic Archer
Witch
Dark Prince Electro Wizard Mega Knight
Electro Wizard
Firecracker Dark Prince Witch Magic Archer Mega Knight
Magic Archer
Dark Prince Electro Wizard Mega Knight
Mega Knight
Firecracker Witch Electro Wizard Magic Archer
Monk

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 Electro Wizard Magic Archer
Firecracker Dark Prince Witch Electro Wizard Mega Knight Monk
Witch Mega Knight Dark Prince Electro Wizard
Witch Firecracker Dark Prince Electro Wizard Mega Knight Monk
Firecracker Dark Prince Mega Knight Monk
Firecracker Dark Prince Electro Wizard Magic Archer Mega Knight
Electro Wizard Firecracker Witch Magic Archer
Electro Wizard Magic Archer Mega Knight Monk
Witch
Firecracker Dark Prince Electro Wizard Mega Knight
Witch Electro Wizard Firecracker Dark Prince Magic Archer Mega Knight
Firecracker Witch Electro Wizard Magic Archer
Mega Knight Dark Prince Witch Electro Wizard
Mega Knight Firecracker Dark Prince Witch Electro Wizard Magic Archer
Electro Wizard Mega Knight
Monk Electro Wizard Mega Knight
Mega Knight Firecracker Dark Prince Witch Electro Wizard
Mega Knight Firecracker Dark Prince Witch Electro Wizard Magic Archer
Witch Firecracker Dark Prince Electro Wizard Magic Archer Mega Knight
Electro Wizard
Dark Prince Mega Knight Firecracker Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Dark Prince Witch Electro Wizard
Electro Wizard Firecracker Magic Archer Mega Knight Monk
Mega Knight Dark Prince Witch Electro Wizard
Dark Prince Mega Knight Electro Wizard Monk
Dark Prince Witch Mega Knight
Firecracker Witch Electro Wizard Magic Archer Monk
Dark Prince Witch Electro Wizard
Mega Knight Dark Prince
Electro Wizard Mega Knight Firecracker Dark Prince Witch Magic Archer Monk
Witch
Mega Knight Dark Prince Witch
Mega Knight Monk Dark Prince Electro Wizard
Dark Prince Mega Knight Witch
Firecracker Witch Magic Archer Mega Knight
Witch Electro Wizard Firecracker Dark Prince Magic Archer Monk
Mega Knight Firecracker Dark Prince Witch Electro Wizard Magic Archer
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.)

Magic Archer Firecracker Monk
Firecracker Monk Electro Wizard Magic Archer
Magic Archer
Firecracker Dark Prince
Firecracker Dark Prince Magic Archer Mega Knight
Firecracker Witch Magic Archer Monk
Firecracker Witch Magic Archer
Firecracker Magic Archer
Monk Firecracker
Electro Wizard
Firecracker Monk Dark Prince Electro Wizard Magic Archer
Monk Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer Monk
Firecracker Magic Archer
Firecracker Witch Magic Archer
Magic Archer Firecracker Mega Knight
Monk
Firecracker Dark Prince Electro Wizard Magic Archer Mega Knight Monk
Firecracker Witch Magic Archer Mega Knight Monk
Magic Archer Mega Knight Monk
Monk
Monk
Firecracker Dark Prince Witch Magic Archer Mega Knight
Witch
Firecracker Witch Electro Wizard Magic Archer Monk
Witch Magic Archer Mega Knight Monk
Firecracker Magic Archer
Firecracker Witch Electro Wizard Magic Archer
Electro Wizard Firecracker Witch
Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer Monk
Mega Knight
Firecracker Magic Archer Monk
Electro Wizard Dark Prince Witch Magic Archer
Firecracker Witch Electro Wizard Magic Archer Monk
Firecracker Dark Prince Electro Wizard Magic Archer Mega Knight
Firecracker Magic Archer
Monk
Firecracker Dark Prince Mega Knight
Firecracker Witch Electro Wizard Magic Archer
Firecracker Witch Electro Wizard Magic Archer
Firecracker Dark Prince Witch Electro Wizard Magic Archer Mega Knight Monk
Firecracker Mega Knight Monk

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