My Best Clash Royale Deck

Deck Check Rating

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

1 problems 7 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!
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.

Wizard Mother Witch Archer Queen

Defensive buildings

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

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Dark Prince Mother Witch Mega Knight Archer Queen

Offensive cards

Win conditions

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

Mortar Royal Hogs

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.

Mortar Royal Hogs Dark 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.

Mortar Royal Hogs Dark Prince Mega Knight Archer Queen

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.

Royal Hogs Dark Prince

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
Royal Hogs Skeleton Army Dark Prince
Giant Snowball
Royal Hogs Skeleton Army
Zap
Mortar Royal Hogs Skeleton Army Dark Prince
Barbarian Barrel
Mortar Wizard Royal Hogs Skeleton Army Dark Prince
The Log
Royal Hogs Skeleton Army Dark Prince
Earthquake
Mortar Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Wizard Royal Hogs Skeleton Army Dark Prince Mother Witch
Fireball
Mortar Wizard Royal Hogs Skeleton Army Mother Witch
Poison
Mortar Wizard Royal Hogs Skeleton Army Mother Witch
Lightning
Mortar Wizard Dark Prince Mother Witch Archer Queen
Rocket
Mortar Wizard Royal Hogs Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard Dark Prince 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 Dark Prince Mother Witch 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.

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.

Skeleton Army Mortar Dark Prince Mother Witch Wizard Royal Hogs Archer Queen Mega Knight

Shortest cycle

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

15 Skeleton Army Mortar Dark Prince Mother Witch

Attack Synergies 1 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.

Mortar
Dark Prince
Wizard
Royal Hogs Dark Prince Mega Knight
Royal Hogs
Mother Witch Wizard Dark Prince Mega Knight Archer Queen
Skeleton Army
Dark Prince
Mortar Wizard Royal Hogs Mother Witch
Mother Witch
Royal Hogs Dark Prince Mega Knight
Mega Knight
Wizard Royal Hogs Mother Witch Archer Queen
Archer Queen
Royal Hogs Mega Knight

Defense Synergies 0 9

Mortar
Wizard Skeleton Army
Wizard
Mortar Skeleton Army Dark Prince Mega Knight
Royal Hogs
Skeleton Army
Mortar Wizard Archer Queen
Dark Prince
Wizard Mother Witch Archer Queen
Mother Witch
Dark Prince Mega Knight
Mega Knight
Wizard Mother Witch
Archer Queen
Skeleton Army Dark Prince

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.

Mortar Wizard
Skeleton Army Mortar Dark Prince Mega Knight
Mortar Skeleton Army Mega Knight Dark Prince
Skeleton Army Mortar Dark Prince Mega Knight
Skeleton Army Dark Prince Mega Knight
Skeleton Army Dark Prince Mother Witch Mega Knight
Mortar Wizard
Mega Knight
Mortar Skeleton Army Archer Queen
Skeleton Army Dark Prince Mega Knight
Skeleton Army Mother Witch Wizard Dark Prince Mega Knight
Wizard
Mortar Skeleton Army Mega Knight Wizard Dark Prince
Wizard Skeleton Army Mega Knight Mortar Dark Prince
Skeleton Army Mortar Mega Knight
Skeleton Army Mortar Mega Knight
Wizard Mega Knight Mortar Skeleton Army Dark Prince
Mortar Mega Knight Wizard Skeleton Army Dark Prince
Mortar Wizard Dark Prince Mother Witch Mega Knight
Mortar
Wizard Skeleton Army Dark Prince Mega Knight Mother Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Dark Prince
Mortar Wizard Mega Knight
Skeleton Army Mega Knight Dark Prince
Skeleton Army Dark Prince Mega Knight
Skeleton Army Dark Prince Mega Knight
Wizard Mother Witch
Skeleton Army Dark Prince
Mega Knight Skeleton Army Dark Prince
Mega Knight Mortar Skeleton Army Dark Prince
Skeleton Army
Mega Knight Dark Prince
Skeleton Army Mega Knight Dark Prince Archer Queen
Skeleton Army Dark Prince Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Mortar Dark Prince Archer Queen
Mega Knight Wizard Dark Prince Mother Witch Archer Queen
Mortar

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.)

Mortar
Mortar
Dark Prince
Wizard Mortar Dark Prince Mega Knight
Wizard Mother Witch
Mortar Wizard
Wizard
Mortar Wizard
Mortar Wizard Dark Prince
Wizard Archer Queen
Mortar
Mortar
Mortar
Mortar Wizard
Mortar Wizard Mega Knight
Mortar
Mortar Wizard Dark Prince Mega Knight
Mortar Wizard Mother Witch Mega Knight
Mega Knight
Wizard
Mortar
Mother Witch Mortar Wizard Dark Prince Mega Knight
Mortar Wizard
Mortar Wizard Mega Knight
Mortar
Wizard Mother Witch
Wizard
Mortar Wizard Mega Knight
Mega Knight
Wizard
Skeleton Army Dark Prince
Wizard Archer Queen
Wizard Dark Prince Mega Knight
Mortar Wizard
Archer Queen
Dark Prince Mega Knight Archer Queen
Archer Queen
Archer Queen
Mortar Dark Prince Mega Knight Archer Queen

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