My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Inferno Dragon

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 Witch Prince Electro Wizard Inferno Dragon Mega Knight

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 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 Prince 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 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
Hog Rider Skeleton Army Prince Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Witch Inferno Dragon
Zap
Firecracker Skeleton Army Witch Prince Inferno Dragon
Barbarian Barrel
Firecracker Skeleton Army Witch Electro Wizard
The Log
Firecracker Hog Rider Skeleton Army Witch Prince
Earthquake
Firecracker Hog Rider Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Firecracker Hog Rider Skeleton Army Witch Prince Electro Wizard Inferno Dragon
Fireball
Firecracker Hog Rider Skeleton Army Witch Electro Wizard Inferno Dragon
Poison
Firecracker Skeleton Army Witch Electro Wizard
Lightning
Witch Prince Electro Wizard Inferno Dragon
Rocket
Hog Rider Witch Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Skeleton Army Prince Inferno Dragon 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.

Skeleton Army

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 Skeleton Army Hog Rider Electro Wizard Inferno Dragon Witch Prince Mega Knight

Shortest cycle

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

14 Firecracker Skeleton Army Hog Rider Electro Wizard

Attack Synergies 3 11

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 Prince Inferno Dragon Mega Knight
Hog Rider
Firecracker Witch Prince Electro Wizard Mega Knight
Skeleton Army
Witch
Hog Rider Prince Mega Knight
Prince
Mega Knight Firecracker Hog Rider Witch Electro Wizard
Electro Wizard
Hog Rider Prince Mega Knight
Inferno Dragon
Mega Knight Firecracker
Mega Knight
Prince Inferno Dragon Firecracker Hog Rider Witch Electro Wizard

Defense Synergies 0 14

Firecracker
Skeleton Army Prince Electro Wizard Mega Knight
Hog Rider
Skeleton Army
Firecracker Prince Electro Wizard Inferno Dragon
Witch
Prince Electro Wizard Mega Knight
Prince
Firecracker Skeleton Army Witch Electro Wizard
Electro Wizard
Firecracker Skeleton Army Witch Prince Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army Electro Wizard Mega Knight
Mega Knight
Firecracker Witch Electro Wizard Inferno Dragon

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
Skeleton Army Inferno Dragon Firecracker Witch Prince Electro Wizard Mega Knight
Skeleton Army Witch Prince Mega Knight Electro Wizard Inferno Dragon
Skeleton Army Witch Prince Inferno Dragon Firecracker Electro Wizard Mega Knight
Firecracker Skeleton Army Prince Mega Knight
Skeleton Army Firecracker Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Firecracker Witch
Electro Wizard Mega Knight
Witch Inferno Dragon Skeleton Army Prince
Skeleton Army Firecracker Prince Electro Wizard Mega Knight
Skeleton Army Witch Electro Wizard Firecracker Mega Knight
Inferno Dragon Firecracker Witch Electro Wizard
Skeleton Army Prince Mega Knight Witch Electro Wizard
Skeleton Army Mega Knight Firecracker Witch Prince Electro Wizard
Skeleton Army Inferno Dragon Prince Electro Wizard Mega Knight
Skeleton Army Prince Electro Wizard Inferno Dragon Mega Knight
Mega Knight Firecracker Skeleton Army Witch Prince Electro Wizard
Mega Knight Firecracker Skeleton Army Witch Prince Electro Wizard
Witch Firecracker Electro Wizard Inferno Dragon Mega Knight
Prince Electro Wizard Inferno Dragon
Skeleton Army Mega Knight Firecracker Witch Prince Electro Wizard
Skeleton Army Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch Prince Electro Wizard
Electro Wizard Firecracker Prince Inferno Dragon Mega Knight
Skeleton Army Mega Knight Witch Prince Electro Wizard
Skeleton Army Prince Mega Knight Electro Wizard
Skeleton Army Witch Prince Inferno Dragon Mega Knight
Firecracker Witch Electro Wizard
Skeleton Army Prince Witch Electro Wizard
Mega Knight Skeleton Army Prince Inferno Dragon
Electro Wizard Mega Knight Firecracker Skeleton Army Witch Prince Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Witch Prince
Skeleton Army Mega Knight Prince Electro Wizard
Skeleton Army Prince Mega Knight Witch
Firecracker Skeleton Army Witch Mega Knight
Skeleton Army Witch Electro Wizard Firecracker Prince Inferno Dragon
Mega Knight Firecracker Witch Electro Wizard Inferno Dragon
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
Firecracker Electro Wizard
Firecracker Prince
Firecracker Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker
Firecracker
Prince Electro Wizard
Firecracker Prince Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker Prince
Firecracker Witch
Firecracker Mega Knight
Firecracker Prince Electro Wizard Mega Knight
Firecracker Witch Mega Knight
Prince Mega Knight
Prince
Firecracker Witch Mega Knight
Witch Inferno Dragon
Firecracker Witch Electro Wizard
Witch Prince Mega Knight
Firecracker
Firecracker Witch Electro Wizard
Electro Wizard Firecracker Witch
Mega Knight
Firecracker Electro Wizard
Prince Mega Knight
Firecracker
Electro Wizard Skeleton Army Witch Prince
Firecracker Witch Electro Wizard
Firecracker Prince Electro Wizard Mega Knight
Firecracker
Firecracker Prince Mega Knight
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Witch Prince Electro Wizard Mega Knight
Prince Inferno Dragon
Firecracker Mega Knight

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