My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
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 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 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 Witch

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 Giant Skeleton Mega Knight

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.

Rocket Poison

Punishments

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

Elite Barbarians Mega Knight

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Elite 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 Elite Barbarians 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
Elite Barbarians Giant Skeleton
Giant Snowball
Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Elite Barbarians Witch Giant Skeleton
The Log
Firecracker Elite Barbarians Witch Giant Skeleton
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elite Barbarians Witch Giant Skeleton
Fireball
Firecracker Elite Barbarians Witch
Poison
Firecracker Witch
Lightning
Elite Barbarians Witch
Rocket
Elite Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket Poison 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.

Rocket Poison Giant Skeleton 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.

Elite Barbarians

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Firecracker Poison Witch Elite Barbarians Rocket Giant Skeleton Mega Knight

Shortest cycle

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

12 Mirror Firecracker Poison Witch

Attack Synergies 0 12

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
Elite Barbarians Mirror Giant Skeleton Mega Knight
Elite Barbarians
Firecracker Mega Knight
Rocket
Mirror
Mirror
Firecracker Rocket Poison Giant Skeleton
Poison
Mirror Giant Skeleton Mega Knight
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Firecracker Mirror Poison Witch
Mega Knight
Firecracker Elite Barbarians Poison Witch

Defense Synergies 0 9

Firecracker
Mirror Giant Skeleton Mega Knight
Elite Barbarians
Mega Knight
Rocket
Mirror
Firecracker Poison Mega Knight
Poison
Mirror Mega Knight
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Firecracker Witch
Mega Knight
Firecracker Elite Barbarians Mirror Poison Witch

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.

Rocket Firecracker
Elite Barbarians Firecracker Witch Mega Knight
Rocket Witch Mega Knight Elite Barbarians Giant Skeleton
Elite Barbarians Witch Firecracker Mega Knight
Firecracker Elite Barbarians Rocket Poison Giant Skeleton Mega Knight
Firecracker Mega Knight
Rocket Firecracker Poison Witch
Rocket Poison Giant Skeleton Mega Knight
Witch Elite Barbarians
Elite Barbarians Firecracker Giant Skeleton Mega Knight
Poison Witch Firecracker Giant Skeleton Mega Knight
Firecracker Poison Witch
Mega Knight Elite Barbarians Rocket Witch Giant Skeleton
Rocket Mega Knight Firecracker Poison Witch
Elite Barbarians Mega Knight
Rocket Elite Barbarians Mega Knight
Mega Knight Firecracker Elite Barbarians Poison Witch
Mega Knight Firecracker Elite Barbarians Witch
Poison Witch Firecracker Giant Skeleton Mega Knight
Elite Barbarians
Mega Knight Firecracker Elite Barbarians Poison Witch Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Witch Giant Skeleton
Poison Firecracker Elite Barbarians Rocket Mega Knight
Giant Skeleton Mega Knight Elite Barbarians Rocket Witch
Rocket Giant Skeleton Mega Knight Elite Barbarians
Giant Skeleton Elite Barbarians Witch Mega Knight
Firecracker Rocket Poison Witch
Rocket Elite Barbarians Witch Giant Skeleton
Giant Skeleton Mega Knight Elite Barbarians
Rocket Giant Skeleton Mega Knight Firecracker Elite Barbarians Poison Witch
Witch
Mega Knight Elite Barbarians Witch Giant Skeleton
Rocket Mega Knight Elite Barbarians Poison Giant Skeleton
Elite Barbarians Rocket Giant Skeleton Mega Knight Witch
Firecracker Witch Mega Knight
Elite Barbarians Witch Firecracker Rocket Poison Giant Skeleton
Poison Mega Knight Firecracker Elite Barbarians Witch 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.)

Poison Firecracker Rocket Giant Skeleton
Firecracker Poison
Rocket Poison Giant Skeleton
Firecracker Rocket Poison Giant Skeleton
Rocket Poison Firecracker Mega Knight
Firecracker Poison Rocket Witch
Firecracker Poison Witch
Poison Firecracker
Poison Firecracker
Rocket Elite Barbarians Poison
Firecracker Rocket Poison
Poison Firecracker Rocket
Rocket Poison Firecracker Elite Barbarians
Firecracker Rocket Poison
Firecracker Elite Barbarians Poison
Rocket Firecracker Poison Witch
Firecracker Rocket Poison Mega Knight
Rocket Poison
Rocket
Rocket Firecracker Poison Mega Knight
Rocket Firecracker Poison Witch Mega Knight
Rocket Poison Giant Skeleton Mega Knight
Rocket Poison
Rocket
Rocket Poison
Firecracker Poison Witch Mega Knight
Witch
Firecracker Poison Witch
Poison Witch Mega Knight
Rocket Poison Firecracker
Elite Barbarians Poison Firecracker Witch
Rocket Firecracker Poison Witch
Elite Barbarians
Poison Rocket Mega Knight
Rocket Firecracker Poison
Giant Skeleton Mega Knight
Rocket Firecracker Poison
Rocket Witch
Rocket Poison Firecracker Witch
Poison Firecracker Rocket Mega Knight
Firecracker Poison
Rocket Poison Giant Skeleton
Firecracker Elite Barbarians Mega Knight
Firecracker Elite Barbarians Rocket Poison Witch Giant Skeleton
Firecracker Rocket Poison Witch
Poison Firecracker Rocket Witch Giant Skeleton Mega Knight
Firecracker Rocket Mega Knight

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