My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Firecracker Mega Minion Mother 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 Mega Minion Golem Mother Witch

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Earthquake

Pump responses

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

Earthquake

Dropped at the bridge

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

Golem

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 Golem

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
Minions Guards
Giant Snowball
Minions Mega Minion Guards
Zap
Minions Firecracker Guards
Barbarian Barrel
Firecracker Guards
The Log
Firecracker Guards
Earthquake
Firecracker Guards
Arrows
Minions Firecracker Guards
Royal Delivery
Minions Firecracker Mega Minion Guards Mother Witch
Fireball
Minions Firecracker Mega Minion Mother Witch
Poison
Minions Firecracker Mega Minion Guards Mother Witch
Lightning
Mega Minion Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake

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.

Arrows Mega Minion Guards Golem Mother Witch

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Firecracker Mega Minion Earthquake Guards Mother Witch Golem

Shortest cycle

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

12 Arrows Minions Firecracker Mega Minion

Attack Synergies 3 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.

Arrows
Golem Mega Minion Earthquake Mother Witch
Minions
Firecracker Golem
Firecracker
Minions Mega Minion Earthquake Golem
Mega Minion
Golem Arrows Firecracker
Earthquake
Golem Arrows Firecracker Mother Witch
Guards
Golem
Arrows Mega Minion Earthquake Minions Firecracker Mother Witch
Mother Witch
Arrows Earthquake Golem

Defense Synergies 0 8

Arrows
Mega Minion Mother Witch
Minions
Firecracker
Firecracker
Minions Mega Minion Earthquake Guards
Mega Minion
Arrows Firecracker Guards
Earthquake
Firecracker
Guards
Firecracker Mega Minion Mother Witch
Golem
Mother Witch
Arrows Guards

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.

Earthquake Minions Firecracker Mega Minion
Minions Firecracker Mega Minion
Minions Mega Minion
Minions Firecracker Mega Minion Guards
Arrows Firecracker Earthquake
Arrows Minions Firecracker Mega Minion Earthquake Guards Mother Witch
Minions Mega Minion Arrows Firecracker
Earthquake Arrows
Minions
Guards Firecracker
Minions Guards Mother Witch Arrows Firecracker Mega Minion Earthquake
Arrows Minions Mega Minion Firecracker
Minions Earthquake Guards
Arrows Minions Firecracker Mega Minion Earthquake Guards
Arrows Minions Firecracker
Arrows Minions Firecracker Mega Minion Guards
Arrows Earthquake Minions Firecracker Mega Minion Guards Mother Witch
Arrows Minions Firecracker Earthquake Guards Mother Witch

Counters to secondary win conditions

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

Guards
Arrows Firecracker Mega Minion
Guards Minions
Guards
Guards
Arrows Firecracker Mother Witch Minions
Guards Minions Mega Minion
Minions Firecracker Mega Minion
Mega Minion Guards
Minions Mega Minion Guards
Arrows Guards
Guards
Firecracker
Guards Minions Firecracker Mega Minion
Arrows Minions Firecracker Mega Minion Earthquake Mother Witch
Arrows

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.)

Earthquake Arrows Firecracker Guards
Arrows Firecracker
Earthquake Arrows
Earthquake Arrows Firecracker Guards
Arrows Firecracker Earthquake
Arrows Firecracker Mother Witch Minions Mega Minion
Arrows Firecracker Earthquake
Arrows Earthquake Firecracker
Arrows Firecracker
Minions Guards
Firecracker Arrows Earthquake
Arrows Firecracker
Earthquake Firecracker
Earthquake Arrows Minions Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Arrows Earthquake
Minions
Arrows Firecracker Mega Minion Earthquake
Arrows Firecracker Earthquake Mother Witch
Minions Earthquake
Arrows
Earthquake Arrows
Arrows Firecracker Earthquake Mother Witch
Mega Minion
Arrows Firecracker Earthquake
Arrows
Arrows Firecracker
Arrows Firecracker Mother Witch
Minions Firecracker Mega Minion Guards
Mega Minion
Arrows Earthquake
Arrows Firecracker
Arrows Firecracker Earthquake
Earthquake Minions Guards
Arrows Firecracker Mega Minion
Arrows
Firecracker Mega Minion
Arrows Firecracker Earthquake
Arrows
Firecracker Mega Minion
Minions Firecracker Guards
Firecracker
Firecracker
Firecracker

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