My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Good

2 problems 3 warnings Why?

Missing cards in your collection

Phoenix Little Prince Monk

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Electro Dragon Mother 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.

Skeletons Bats Firecracker Royal Giant Elixir Golem Electro Dragon Mother Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

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

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

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 Electro Dragon

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
Skeletons Bats Royal Giant Elixir Golem
Giant Snowball
Skeletons Bats Electro Dragon
Zap
Skeletons Bats Firecracker Royal Giant
Barbarian Barrel
Skeletons Firecracker Elixir Golem
The Log
Skeletons Firecracker Royal Giant Elixir Golem
Earthquake
Skeletons Firecracker Elixir Golem
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Elixir Golem Electro Dragon Mother Witch
Fireball
Firecracker Elixir Golem Electro Dragon Mother Witch
Poison
Bats Firecracker Elixir Golem Electro Dragon Mother Witch
Lightning
Electro Dragon Mother Witch
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Dragon

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.

Bats Elixir Golem Mother Witch

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Bats Firecracker Elixir Golem Mother Witch Electro Dragon Royal Giant

Shortest cycle

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

6 Mirror Skeletons Bats Firecracker

Attack Synergies 4 9

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.

Skeletons
Bats
Royal Giant Firecracker Elixir Golem
Firecracker
Royal Giant Elixir Golem Bats Mirror
Royal Giant
Bats Firecracker Mother Witch Mirror Electro Dragon
Elixir Golem
Firecracker Bats Mirror Electro Dragon Mother Witch
Mirror
Firecracker Royal Giant Elixir Golem
Electro Dragon
Royal Giant Elixir Golem Mother Witch
Mother Witch
Royal Giant Elixir Golem Electro Dragon

Defense Synergies 0 7

Skeletons
Bats Firecracker Electro Dragon
Bats
Skeletons Firecracker
Firecracker
Skeletons Bats Mirror Electro Dragon
Royal Giant
Elixir Golem
Mirror
Firecracker Electro Dragon
Electro Dragon
Skeletons Firecracker Mirror
Mother 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 Electro Dragon
Skeletons Bats Firecracker Electro Dragon
Skeletons Bats Electro Dragon
Skeletons Bats Firecracker Electro Dragon
Firecracker
Skeletons Bats Firecracker Electro Dragon Mother Witch
Bats Firecracker Electro Dragon
Electro Dragon
Skeletons
Skeletons Firecracker
Bats Mother Witch Skeletons Firecracker Electro Dragon
Bats Firecracker Electro Dragon
Skeletons Bats Electro Dragon
Bats Firecracker Electro Dragon
Skeletons Bats Firecracker Electro Dragon
Bats Firecracker Electro Dragon
Bats Firecracker Electro Dragon Mother Witch
Bats Firecracker Electro Dragon Mother Witch

Counters to secondary win conditions

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

Skeletons
Firecracker Electro Dragon
Skeletons Bats Electro Dragon
Bats
Skeletons
Firecracker Mother Witch Skeletons Bats Electro Dragon
Skeletons Bats
Electro Dragon Skeletons Bats Firecracker
Skeletons
Bats Electro Dragon
Skeletons
Firecracker Electro Dragon
Electro Dragon Skeletons Bats Firecracker
Bats Firecracker Electro Dragon Mother Witch

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 Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker
Firecracker
Firecracker Mother Witch Bats Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Bats Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Bats
Firecracker Electro Dragon
Firecracker Electro Dragon Mother Witch
Electro Dragon
Firecracker Mother Witch Electro Dragon
Firecracker Electro Dragon
Electro Dragon
Firecracker
Bats Firecracker Electro Dragon Mother Witch
Electro Dragon Bats Firecracker
Electro Dragon
Firecracker Electro Dragon
Firecracker
Bats Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon Bats Firecracker
Firecracker Bats Electro Dragon
Electro Dragon Firecracker

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