My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Wizard 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.

Wizard Elixir Collector Witch Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Hog Rider 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.

Hog Rider 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
Hog Rider Giant Skeleton
Giant Snowball
Hog Rider Witch
Zap
Witch
Barbarian Barrel
Wizard Witch Giant Skeleton
The Log
Hog Rider Witch Giant Skeleton
Earthquake
Hog Rider Elixir Collector Witch
Arrows
Witch
Royal Delivery
Hog Rider Wizard Witch Giant Skeleton
Fireball
Hog Rider Wizard Elixir Collector Witch
Poison
Wizard Elixir Collector Witch
Lightning
Wizard Elixir Collector Witch
Rocket
Hog Rider Wizard Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Elixir Collector Giant Skeleton 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Hog Rider Wizard Witch Elixir Collector Giant Skeleton Mega Knight

Shortest cycle

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

12 Mirror Arrows Hog Rider Wizard

Attack Synergies 2 12

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.

Arrows
Hog Rider Mirror Giant Skeleton Mega Knight
Hog Rider
Arrows Wizard Mirror Witch Giant Skeleton Mega Knight
Wizard
Hog Rider Giant Skeleton Mega Knight
Elixir Collector
Mirror
Arrows Hog Rider Giant Skeleton
Witch
Hog Rider Giant Skeleton Mega Knight
Giant Skeleton
Arrows Hog Rider Wizard Mirror Witch
Mega Knight
Arrows Hog Rider Wizard Witch

Defense Synergies 2 6

Arrows
Mirror Mega Knight Giant Skeleton
Hog Rider
Wizard
Giant Skeleton Mega Knight
Elixir Collector
Mirror
Arrows Mega Knight
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Arrows Wizard Witch
Mega Knight
Arrows Wizard Mirror 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.

Wizard
Witch Mega Knight
Witch Mega Knight Giant Skeleton
Witch Mega Knight
Arrows Giant Skeleton Mega Knight
Arrows Mega Knight
Arrows Wizard Witch
Arrows Giant Skeleton Mega Knight
Witch
Giant Skeleton Mega Knight
Witch Arrows Wizard Giant Skeleton Mega Knight
Arrows Wizard Witch
Mega Knight Wizard Witch Giant Skeleton
Wizard Mega Knight Arrows Witch
Mega Knight
Mega Knight
Wizard Mega Knight Arrows Witch
Arrows Mega Knight Wizard Witch
Arrows Wizard Witch Giant Skeleton Mega Knight
Wizard Mega Knight Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Witch Giant Skeleton
Arrows Wizard Mega Knight
Giant Skeleton Mega Knight Witch
Giant Skeleton Mega Knight
Giant Skeleton Witch Mega Knight
Arrows Wizard Witch
Witch Giant Skeleton
Giant Skeleton Mega Knight
Giant Skeleton Mega Knight Witch
Witch
Mega Knight Witch Giant Skeleton
Mega Knight Arrows Giant Skeleton
Giant Skeleton Mega Knight Wizard Witch
Wizard Witch Mega Knight
Witch Giant Skeleton
Arrows Mega Knight Wizard Witch Giant Skeleton

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.)

Arrows Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Witch Mega Knight
Giant Skeleton Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard Mega Knight
Arrows
Giant Skeleton Mega Knight
Arrows Wizard
Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows Giant Skeleton
Mega Knight
Witch Giant Skeleton
Witch
Witch Giant Skeleton Mega Knight

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