My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Inferno Dragon

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.

Witch Prince Giant Skeleton Electro Giant Inferno Dragon Sparky

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.

Rocket

Punishments

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

Prince Electro Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Prince Giant Skeleton Electro Giant

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.

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
Prince Giant Skeleton Inferno Dragon Sparky
Giant Snowball
Witch Inferno Dragon
Zap
Witch Prince Inferno Dragon Sparky
Barbarian Barrel
Witch Giant Skeleton Sparky
The Log
Witch Prince Giant Skeleton Sparky
Earthquake
Witch
Arrows
Witch
Royal Delivery
Witch Prince Giant Skeleton Inferno Dragon Sparky
Fireball
Witch Inferno Dragon Sparky
Poison
Witch Sparky
Lightning
Witch Prince Inferno Dragon Sparky
Rocket
Witch Prince Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Giant Sparky

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 Prince Giant Skeleton Electro Giant Inferno Dragon Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Inferno Dragon Witch Prince Rocket Giant Skeleton Sparky Electro Giant

Shortest cycle

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

14 Mirror Inferno Dragon Witch Prince

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.

Rocket
Mirror Electro Giant
Mirror
Electro Giant Rocket Giant Skeleton Sparky
Witch
Prince Giant Skeleton
Prince
Witch Electro Giant
Giant Skeleton
Mirror Witch Sparky
Electro Giant
Mirror Rocket Prince Inferno Dragon Sparky
Inferno Dragon
Electro Giant
Sparky
Mirror Giant Skeleton Electro Giant

Defense Synergies 0 6

Rocket
Mirror
Inferno Dragon Sparky
Witch
Prince Giant Skeleton
Prince
Witch Electro Giant
Giant Skeleton
Witch
Electro Giant
Prince Inferno Dragon
Inferno Dragon
Mirror Electro Giant
Sparky
Mirror

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 Sparky
Inferno Dragon Sparky Witch Prince
Rocket Witch Prince Sparky Giant Skeleton Inferno Dragon
Witch Prince Inferno Dragon Sparky
Rocket Prince Giant Skeleton Sparky
Rocket Inferno Dragon Witch
Rocket Giant Skeleton Electro Giant Sparky
Witch Inferno Dragon Sparky Prince
Prince Giant Skeleton Sparky
Witch Giant Skeleton Electro Giant
Inferno Dragon Witch
Prince Sparky Rocket Witch Giant Skeleton
Rocket Sparky Witch Prince
Inferno Dragon Sparky Prince
Rocket Prince Electro Giant Inferno Dragon Sparky
Sparky Witch Prince
Witch Prince
Witch Giant Skeleton Inferno Dragon
Sparky Prince Inferno Dragon
Witch Prince Giant Skeleton Electro Giant Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Witch Prince Giant Skeleton Electro Giant Sparky
Rocket Prince Inferno Dragon
Giant Skeleton Rocket Witch Prince Sparky
Rocket Prince Giant Skeleton Sparky
Giant Skeleton Witch Prince Inferno Dragon Sparky
Rocket Electro Giant Witch
Rocket Prince Sparky Witch Giant Skeleton
Giant Skeleton Prince Inferno Dragon Sparky
Rocket Giant Skeleton Witch Prince Inferno Dragon Sparky
Witch Inferno Dragon Sparky
Inferno Dragon Witch Prince Giant Skeleton Sparky
Rocket Prince Giant Skeleton Electro Giant
Rocket Prince Giant Skeleton Witch Sparky
Witch Electro Giant Sparky
Witch Electro Giant Sparky Rocket Prince Giant Skeleton Inferno Dragon
Witch Giant Skeleton Electro Giant Inferno Dragon Sparky

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.)

Rocket Giant Skeleton Sparky
Rocket Giant Skeleton Sparky
Rocket Prince Giant Skeleton Sparky
Rocket Sparky
Electro Giant Rocket Witch
Witch Sparky
Rocket Prince Sparky
Rocket Prince Sparky
Rocket
Rocket Sparky
Rocket
Prince Sparky
Rocket Witch Sparky
Rocket Sparky
Rocket Sparky
Rocket Sparky
Rocket Prince Sparky
Rocket Witch Electro Giant
Rocket Prince Giant Skeleton Sparky
Rocket
Rocket Prince Sparky
Rocket
Electro Giant Witch Sparky
Witch Inferno Dragon
Witch Sparky
Witch Prince Sparky
Rocket Sparky
Witch Electro Giant Sparky
Rocket Witch Electro Giant
Sparky
Rocket Sparky
Rocket Sparky
Prince Giant Skeleton Sparky
Rocket Sparky
Rocket Witch Prince
Rocket Witch
Rocket Prince Sparky
Rocket Giant Skeleton Electro Giant Sparky
Prince Sparky
Electro Giant Rocket Witch Giant Skeleton Sparky
Rocket Witch
Rocket Witch Prince Giant Skeleton Electro Giant Sparky
Prince Inferno Dragon Sparky
Rocket Sparky

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