My Best Clash Royale Deck

Deck Check Rating

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

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!
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 Hunter Ice Wizard Night 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 Royal Giant Elixir Golem Hunter Ice Wizard Night Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Hog Rider

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.

Royal Giant Elixir Golem Hog Rider 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.

Royal Giant Elixir Golem Hog Rider 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 Hog Rider

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 Giant Elixir Golem Hog Rider Night Witch
Giant Snowball
Hog Rider Night Witch
Zap
Firecracker Royal Giant Night Witch
Barbarian Barrel
Firecracker Elixir Golem Hunter Ice Wizard Night Witch
The Log
Firecracker Royal Giant Elixir Golem Hog Rider Hunter
Earthquake
Firecracker Elixir Golem Hog Rider
Arrows
Firecracker Night Witch
Royal Delivery
Firecracker Elixir Golem Hog Rider Hunter Ice Wizard Night Witch
Fireball
Firecracker Elixir Golem Hog Rider Hunter Ice Wizard Night Witch
Poison
Firecracker Elixir Golem Hunter Ice Wizard Night Witch
Lightning
Hunter Ice Wizard Night Witch
Rocket
Hog Rider Hunter Night Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Hunter Ice Wizard 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.

Elixir Golem Ice Wizard Night 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.

Royal Giant

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Elixir Golem Ice Wizard Hog Rider Hunter Night Witch Royal Giant Mega Knight

Shortest cycle

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

13 Firecracker Elixir Golem Ice Wizard Hog Rider

Attack Synergies 6 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.

Firecracker
Royal Giant Elixir Golem Hog Rider Mega Knight
Royal Giant
Firecracker Hunter Ice Wizard Hog Rider Night Witch
Elixir Golem
Firecracker Night Witch Hog Rider Hunter Ice Wizard
Hog Rider
Firecracker Royal Giant Elixir Golem Hunter Mega Knight
Hunter
Royal Giant Elixir Golem Hog Rider Mega Knight
Ice Wizard
Royal Giant Elixir Golem
Night Witch
Elixir Golem Royal Giant Mega Knight
Mega Knight
Firecracker Hog Rider Hunter Night Witch

Defense Synergies 0 9

Firecracker
Hunter Ice Wizard Night Witch Mega Knight
Royal Giant
Elixir Golem
Hog Rider
Hunter
Firecracker Ice Wizard Mega Knight
Ice Wizard
Firecracker Hunter Night Witch Mega Knight
Night Witch
Firecracker Ice Wizard Mega Knight
Mega Knight
Firecracker Hunter Ice Wizard Night 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.

Firecracker
Hunter Firecracker Ice Wizard Night Witch Mega Knight
Hunter Mega Knight Ice Wizard Night Witch
Hunter Night Witch Firecracker Ice Wizard Mega Knight
Firecracker Mega Knight
Firecracker Hunter Ice Wizard Night Witch Mega Knight
Hunter Firecracker Ice Wizard Night Witch
Mega Knight
Hunter Ice Wizard Night Witch
Firecracker Hunter Ice Wizard Night Witch Mega Knight
Ice Wizard Firecracker Hunter Night Witch Mega Knight
Hunter Firecracker Ice Wizard Night Witch
Hunter Night Witch Mega Knight Ice Wizard
Mega Knight Firecracker Hunter Night Witch
Hunter Mega Knight
Hunter Mega Knight
Mega Knight Firecracker Hunter Night Witch
Mega Knight Firecracker Hunter Ice Wizard Night Witch
Hunter Firecracker Ice Wizard Mega Knight
Hunter
Mega Knight Firecracker Hunter Night Witch

Counters to secondary win conditions

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

Mega Knight
Firecracker Hunter Mega Knight
Mega Knight Hunter
Hunter Mega Knight Night Witch
Hunter Night Witch Mega Knight
Firecracker Hunter Ice Wizard
Hunter Ice Wizard Night Witch
Mega Knight Hunter
Mega Knight Firecracker
Mega Knight Hunter
Mega Knight
Mega Knight Hunter Night Witch
Firecracker Mega Knight
Firecracker Hunter Night Witch
Mega Knight Firecracker Hunter Ice Wizard
Ice 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.)

Firecracker
Firecracker Ice Wizard
Firecracker
Firecracker Mega Knight
Firecracker Hunter Ice Wizard
Firecracker
Firecracker Hunter Ice Wizard
Firecracker
Night Witch
Firecracker
Firecracker
Firecracker Hunter
Firecracker
Firecracker
Firecracker Hunter
Firecracker Mega Knight
Night Witch
Firecracker Hunter Mega Knight
Firecracker Mega Knight
Night Witch Mega Knight
Firecracker Hunter Ice Wizard Mega Knight
Firecracker Hunter Ice Wizard
Mega Knight
Firecracker
Firecracker Hunter Ice Wizard Night Witch
Firecracker
Night Witch
Hunter Night Witch Mega Knight
Firecracker
Mega Knight
Firecracker
Night Witch
Firecracker Hunter Ice Wizard
Firecracker Hunter Mega Knight
Firecracker
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Mega Knight

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