My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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.

Electro Wizard Inferno Dragon 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.

Electro Giant Electro Wizard Inferno Dragon Magic Archer Sparky 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.

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
Clone Inferno Dragon Sparky
Giant Snowball
Clone Inferno Dragon
Zap
Clone Inferno Dragon Sparky
Barbarian Barrel
Clone Electro Wizard Magic Archer Sparky
The Log
Clone Sparky
Earthquake
Clone
Arrows
Clone
Royal Delivery
Clone Electro Wizard Inferno Dragon Magic Archer Sparky
Fireball
Clone Electro Wizard Inferno Dragon Magic Archer Sparky
Poison
Clone Electro Wizard Magic Archer Sparky
Lightning
Electro Wizard Inferno Dragon Magic Archer Sparky
Rocket
Inferno Dragon Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Magic Archer Sparky 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.

Clone Electro Giant Inferno Dragon Sparky 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.

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.

Mirror Clone Electro Wizard Inferno Dragon Magic Archer Sparky Electro Giant Mega Knight

Shortest cycle

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

11 Mirror Clone Electro Wizard Inferno Dragon

Attack Synergies 2 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.

Mirror
Electro Giant Magic Archer Sparky
Clone
Electro Wizard Inferno Dragon Magic Archer Sparky
Electro Giant
Mirror Inferno Dragon Sparky
Electro Wizard
Clone Magic Archer Sparky Mega Knight
Inferno Dragon
Mega Knight Clone Electro Giant
Magic Archer
Mirror Clone Electro Wizard Mega Knight
Sparky
Mirror Clone Electro Giant Electro Wizard
Mega Knight
Inferno Dragon Electro Wizard Magic Archer

Defense Synergies 0 11

Mirror
Electro Wizard Inferno Dragon Magic Archer Sparky Mega Knight
Clone
Electro Giant
Inferno Dragon
Electro Wizard
Mirror Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Mirror Electro Giant Electro Wizard Mega Knight
Magic Archer
Mirror Electro Wizard Mega Knight
Sparky
Mirror
Mega Knight
Mirror Electro Wizard Inferno Dragon 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.

Electro Wizard Magic Archer Sparky
Inferno Dragon Sparky Electro Wizard Mega Knight
Sparky Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Sparky Electro Wizard Mega Knight
Sparky Mega Knight
Electro Wizard Magic Archer Mega Knight
Electro Wizard Inferno Dragon Magic Archer
Electro Giant Electro Wizard Magic Archer Sparky Mega Knight
Inferno Dragon Sparky
Electro Wizard Sparky Mega Knight
Electro Wizard Electro Giant Magic Archer Mega Knight
Inferno Dragon Electro Wizard Magic Archer
Sparky Mega Knight Electro Wizard
Sparky Mega Knight Electro Wizard Magic Archer
Inferno Dragon Sparky Electro Wizard Mega Knight
Electro Giant Electro Wizard Inferno Dragon Sparky Mega Knight
Sparky Mega Knight Electro Wizard
Mega Knight Electro Wizard Magic Archer
Electro Wizard Inferno Dragon Magic Archer Mega Knight
Sparky Electro Wizard Inferno Dragon
Mega Knight Electro Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight Electro Giant Electro Wizard Sparky
Electro Wizard Inferno Dragon Magic Archer Mega Knight
Mega Knight Electro Wizard Sparky
Mega Knight Electro Wizard Sparky
Inferno Dragon Sparky Mega Knight
Electro Giant Electro Wizard Magic Archer
Sparky Electro Wizard
Mega Knight Inferno Dragon Sparky
Electro Wizard Mega Knight Inferno Dragon Magic Archer Sparky
Inferno Dragon Sparky
Inferno Dragon Mega Knight Sparky
Mega Knight Electro Giant Electro Wizard
Mega Knight Sparky
Electro Giant Magic Archer Sparky Mega Knight
Electro Giant Electro Wizard Sparky Inferno Dragon Magic Archer
Mega Knight Electro Giant Electro Wizard Inferno Dragon Magic Archer Sparky
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 Sparky
Electro Wizard Magic Archer
Magic Archer Sparky
Sparky
Magic Archer Sparky Mega Knight
Electro Giant Magic Archer
Magic Archer Sparky
Magic Archer
Electro Wizard Sparky
Electro Wizard Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer
Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky Mega Knight
Sparky
Sparky
Electro Wizard Magic Archer Sparky Mega Knight
Electro Giant Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Electro Giant Magic Archer Sparky Mega Knight
Inferno Dragon
Electro Wizard Magic Archer Sparky
Magic Archer Sparky Mega Knight
Magic Archer Sparky
Electro Giant Electro Wizard Magic Archer Sparky
Electro Wizard Electro Giant
Sparky
Magic Archer Sparky Mega Knight
Electro Wizard Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer
Electro Giant Sparky
Sparky Mega Knight
Electro Giant Electro Wizard Magic Archer Sparky
Electro Wizard Magic Archer
Electro Giant Electro Wizard Magic Archer Sparky Mega Knight
Inferno Dragon Sparky
Sparky Mega Knight

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