My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Rascals Wizard Electro Wizard 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.

Rascals Wizard Giant Skeleton Electro Wizard Inferno Dragon Sparky Mega Knight

Offensive cards

Win conditions

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

Missing

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.

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.

Rascals Giant Skeleton 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.

Giant Skeleton Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Giant Skeleton 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.

Wizard 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 Electro Wizard Inferno Dragon Rascals Wizard Giant Skeleton Sparky Mega Knight

Shortest cycle

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

13 Mirror Electro Wizard Inferno Dragon Rascals

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.

Rascals
Electro Wizard
Wizard
Giant Skeleton Sparky Mega Knight
Mirror
Giant Skeleton Sparky
Giant Skeleton
Wizard Mirror Electro Wizard Sparky
Electro Wizard
Rascals Giant Skeleton Sparky Mega Knight
Inferno Dragon
Mega Knight
Sparky
Wizard Mirror Giant Skeleton Electro Wizard
Mega Knight
Inferno Dragon Wizard Electro Wizard

Defense Synergies 0 11

Rascals
Wizard
Giant Skeleton Electro Wizard Mega Knight
Mirror
Electro Wizard Inferno Dragon Sparky Mega Knight
Giant Skeleton
Wizard Electro Wizard
Electro Wizard
Wizard Mirror Giant Skeleton Inferno Dragon Mega Knight
Inferno Dragon
Mirror Electro Wizard Mega Knight
Sparky
Mirror
Mega Knight
Wizard Mirror Electro Wizard Inferno Dragon

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.

Wizard Electro Wizard Sparky
Inferno Dragon Sparky Rascals Electro Wizard Mega Knight
Sparky Mega Knight Rascals Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Sparky Rascals Electro Wizard Mega Knight
Giant Skeleton Sparky Mega Knight
Rascals Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Rascals Wizard
Rascals Giant Skeleton Electro Wizard Sparky Mega Knight
Inferno Dragon Sparky Rascals
Rascals Giant Skeleton Electro Wizard Sparky Mega Knight
Electro Wizard Rascals Wizard Giant Skeleton Mega Knight
Inferno Dragon Rascals Wizard Electro Wizard
Sparky Mega Knight Rascals Wizard Giant Skeleton Electro Wizard
Wizard Sparky Mega Knight Rascals Electro Wizard
Inferno Dragon Sparky Rascals Electro Wizard Mega Knight
Rascals Electro Wizard Inferno Dragon Sparky Mega Knight
Wizard Sparky Mega Knight Rascals Electro Wizard
Mega Knight Rascals Wizard Electro Wizard
Wizard Rascals Giant Skeleton Electro Wizard Inferno Dragon Mega Knight
Sparky Electro Wizard Inferno Dragon
Rascals Wizard Mega Knight Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Rascals Mega Knight Giant Skeleton Electro Wizard Sparky
Electro Wizard Wizard Inferno Dragon Mega Knight
Giant Skeleton Mega Knight Rascals Electro Wizard Sparky
Giant Skeleton Mega Knight Rascals Electro Wizard Sparky
Giant Skeleton Rascals Inferno Dragon Sparky Mega Knight
Wizard Rascals Electro Wizard
Rascals Sparky Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Rascals Inferno Dragon Sparky
Giant Skeleton Electro Wizard Mega Knight Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Mega Knight Rascals Giant Skeleton Sparky
Mega Knight Giant Skeleton Electro Wizard
Rascals Giant Skeleton Mega Knight Wizard Sparky
Wizard Rascals Sparky Mega Knight
Rascals Electro Wizard Sparky Giant Skeleton Inferno Dragon
Mega Knight Rascals Wizard Giant Skeleton Electro Wizard 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.)

Rascals Giant Skeleton Sparky
Electro Wizard
Giant Skeleton Sparky
Rascals Giant Skeleton Sparky
Wizard Sparky Mega Knight
Wizard
Wizard Sparky
Wizard
Wizard
Electro Wizard Sparky
Wizard Electro Wizard Sparky
Wizard
Sparky
Sparky
Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Sparky
Wizard Electro Wizard Sparky Mega Knight
Wizard Mega Knight
Giant Skeleton Sparky Mega Knight
Wizard
Sparky
Wizard Sparky Mega Knight
Inferno Dragon
Wizard Electro Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Wizard Sparky Mega Knight
Electro Wizard Sparky
Giant Skeleton Sparky Mega Knight
Wizard Sparky
Electro Wizard
Wizard Electro Wizard
Rascals Wizard Electro Wizard Sparky Mega Knight
Wizard
Giant Skeleton Sparky
Sparky Mega Knight
Rascals Giant Skeleton Electro Wizard Sparky
Electro Wizard
Giant Skeleton Electro Wizard Sparky Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: