My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Inferno Tower Witch Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Electro Giant Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Electro Giant

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.

Electro Giant 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.

Electro Giant 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 Electro Wizard Magic Archer

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
Guards
Giant Snowball
Guards Witch
Zap
Firecracker Inferno Tower Guards Witch
Barbarian Barrel
Firecracker Inferno Tower Guards Witch Electro Wizard Magic Archer
The Log
Firecracker Guards Witch
Earthquake
Firecracker Inferno Tower Guards Witch
Arrows
Firecracker Guards Witch
Royal Delivery
Firecracker Guards Witch Electro Wizard Magic Archer
Fireball
Firecracker Inferno Tower Witch Electro Wizard Magic Archer
Poison
Firecracker Inferno Tower Guards Witch Electro Wizard Magic Archer
Lightning
Inferno Tower Witch Electro Wizard Magic Archer
Rocket
Inferno Tower Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant 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.

Inferno Tower Guards Electro Giant 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 Guards Electro Wizard Magic Archer Inferno Tower Witch Electro Giant Mega Knight

Shortest cycle

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

14 Firecracker Guards Electro Wizard Magic Archer

Attack Synergies 0 5

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
Mega Knight
Inferno Tower
Guards
Witch
Mega Knight
Electro Giant
Electro Wizard
Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Firecracker Witch Electro Wizard Magic Archer

Defense Synergies 2 13

Firecracker
Inferno Tower Guards Electro Wizard Mega Knight
Inferno Tower
Guards Electro Wizard Firecracker Mega Knight
Guards
Inferno Tower Firecracker Witch Electro Wizard Magic Archer
Witch
Guards Electro Wizard Mega Knight
Electro Giant
Electro Wizard
Inferno Tower Firecracker Guards Witch Magic Archer Mega Knight
Magic Archer
Guards Electro Wizard Mega Knight
Mega Knight
Firecracker Inferno Tower Witch Electro Wizard Magic Archer

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 Inferno Tower Electro Wizard Magic Archer
Inferno Tower Firecracker Witch Electro Wizard Mega Knight
Inferno Tower Witch Mega Knight Electro Wizard
Inferno Tower Witch Firecracker Guards Electro Wizard Mega Knight
Firecracker Mega Knight
Firecracker Guards Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard Firecracker Witch Magic Archer
Inferno Tower Electro Giant Electro Wizard Magic Archer Mega Knight
Inferno Tower Witch
Guards Firecracker Inferno Tower Electro Wizard Mega Knight
Guards Witch Electro Wizard Firecracker Electro Giant Magic Archer Mega Knight
Inferno Tower Firecracker Witch Electro Wizard Magic Archer
Inferno Tower Mega Knight Guards Witch Electro Wizard
Mega Knight Firecracker Guards Witch Electro Wizard Magic Archer
Inferno Tower Electro Wizard Mega Knight
Inferno Tower Electro Giant Electro Wizard Mega Knight
Mega Knight Firecracker Inferno Tower Witch Electro Wizard
Mega Knight Firecracker Guards Witch Electro Wizard Magic Archer
Witch Firecracker Guards Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard
Mega Knight Firecracker Guards Witch Electro Giant Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Inferno Tower Witch Electro Giant Electro Wizard
Electro Wizard Firecracker Magic Archer Mega Knight
Guards Mega Knight Inferno Tower Witch Electro Wizard
Guards Mega Knight Inferno Tower Electro Wizard
Inferno Tower Guards Witch Mega Knight
Firecracker Electro Giant Witch Electro Wizard Magic Archer
Guards Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Firecracker Inferno Tower Witch Magic Archer
Inferno Tower Witch Guards
Mega Knight Inferno Tower Guards Witch
Mega Knight Guards Electro Giant Electro Wizard
Mega Knight Inferno Tower Guards Witch
Firecracker Witch Electro Giant Magic Archer Mega Knight
Inferno Tower Guards Witch Electro Giant Electro Wizard Firecracker Magic Archer
Mega Knight Firecracker Inferno Tower Witch Electro Giant Electro Wizard Magic Archer
Inferno Tower 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 Guards
Firecracker Electro Wizard Magic Archer
Magic Archer
Firecracker Guards
Firecracker Magic Archer Mega Knight
Firecracker Electro Giant Witch Magic Archer
Firecracker Witch Magic Archer
Firecracker Magic Archer
Firecracker
Guards Electro Wizard
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Witch Magic Archer
Magic Archer Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Witch Electro Giant Magic Archer Mega Knight
Magic Archer Mega Knight
Firecracker Electro Giant Witch Magic Archer Mega Knight
Witch
Firecracker Witch Electro Wizard Magic Archer
Witch Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Witch Electro Giant Electro Wizard Magic Archer
Electro Wizard Firecracker Guards Witch Electro Giant
Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Mega Knight
Firecracker Magic Archer
Electro Wizard Guards Witch Magic Archer
Firecracker Witch Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Magic Archer
Electro Giant
Firecracker Mega Knight
Electro Giant Firecracker Guards Witch Electro Wizard Magic Archer
Firecracker Witch Electro Wizard Magic Archer
Firecracker Witch Electro Giant Electro Wizard Magic Archer Mega Knight
Firecracker Mega Knight

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