My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Firecracker

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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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.

Goblin Giant Electro Wizard Magic Archer Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Barbarian Hut Goblin Giant Electro Wizard Magic Archer Night Witch Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

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.

Goblin Giant 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.

Ice Spirit Goblin Giant Magic Archer 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.

Electro Wizard Magic Archer

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
Night Witch
Giant Snowball
Cannon Night Witch
Zap
Cannon Goblin Giant Night Witch
Barbarian Barrel
Ice Spirit Cannon Barbarian Hut Electro Wizard Magic Archer Night Witch
The Log
Ice Spirit Cannon Barbarian Hut
Earthquake
Cannon Barbarian Hut
Arrows
Ice Spirit Night Witch
Royal Delivery
Ice Spirit Electro Wizard Magic Archer Night Witch
Fireball
Cannon Barbarian Hut Electro Wizard Magic Archer Night Witch
Poison
Cannon Barbarian Hut Electro Wizard Magic Archer Night Witch
Lightning
Cannon Barbarian Hut Electro Wizard Magic Archer Night Witch
Rocket
Barbarian Hut Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Magic Archer 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.

Ice Spirit Night Witch 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.

Ice Spirit 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.

Ice Spirit Cannon Electro Wizard Magic Archer Night Witch Barbarian Hut Goblin Giant Mega Knight

Shortest cycle

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

12 Ice Spirit Cannon Electro Wizard Magic Archer

Attack Synergies 0 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.

Ice Spirit
Barbarian Hut Goblin Giant Night Witch Mega Knight
Cannon
Barbarian Hut
Ice Spirit Magic Archer
Goblin Giant
Ice Spirit Electro Wizard Magic Archer Night Witch
Electro Wizard
Goblin Giant Magic Archer Mega Knight
Magic Archer
Barbarian Hut Goblin Giant Electro Wizard Mega Knight
Night Witch
Ice Spirit Goblin Giant Mega Knight
Mega Knight
Ice Spirit Electro Wizard Magic Archer Night Witch

Defense Synergies 0 19

Ice Spirit
Cannon Goblin Giant Electro Wizard Magic Archer Night Witch Mega Knight
Cannon
Ice Spirit Electro Wizard Magic Archer Night Witch
Barbarian Hut
Electro Wizard Magic Archer
Goblin Giant
Ice Spirit Electro Wizard Magic Archer
Electro Wizard
Ice Spirit Cannon Barbarian Hut Goblin Giant Magic Archer Night Witch Mega Knight
Magic Archer
Ice Spirit Cannon Barbarian Hut Goblin Giant Electro Wizard Night Witch Mega Knight
Night Witch
Ice Spirit Cannon Electro Wizard Magic Archer Mega Knight
Mega Knight
Ice Spirit Electro Wizard Magic Archer 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.

Barbarian Hut Cannon Goblin Giant Electro Wizard Magic Archer
Barbarian Hut Ice Spirit Cannon Electro Wizard Night Witch Mega Knight
Cannon Barbarian Hut Mega Knight Electro Wizard Night Witch
Cannon Barbarian Hut Night Witch Electro Wizard Mega Knight
Mega Knight
Cannon Electro Wizard Magic Archer Night Witch Mega Knight
Electro Wizard Ice Spirit Cannon Barbarian Hut Magic Archer Night Witch
Barbarian Hut Cannon Goblin Giant Electro Wizard Magic Archer Mega Knight
Cannon Barbarian Hut Night Witch
Ice Spirit Cannon Electro Wizard Night Witch Mega Knight
Electro Wizard Cannon Goblin Giant Magic Archer Night Witch Mega Knight
Barbarian Hut Electro Wizard Magic Archer Night Witch
Cannon Barbarian Hut Night Witch Mega Knight Ice Spirit Electro Wizard
Barbarian Hut Mega Knight Ice Spirit Cannon Electro Wizard Magic Archer Night Witch
Barbarian Hut Cannon Electro Wizard Mega Knight
Barbarian Hut Ice Spirit Cannon Electro Wizard Mega Knight
Barbarian Hut Mega Knight Cannon Electro Wizard Night Witch
Ice Spirit Cannon Mega Knight Barbarian Hut Electro Wizard Magic Archer Night Witch
Ice Spirit Cannon Barbarian Hut Electro Wizard Magic Archer Mega Knight
Barbarian Hut Cannon Electro Wizard
Mega Knight Cannon Goblin Giant Electro Wizard Night Witch

Counters to secondary win conditions

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

Barbarian Hut Mega Knight Electro Wizard
Electro Wizard Magic Archer Mega Knight
Mega Knight Ice Spirit Barbarian Hut Goblin Giant Electro Wizard
Mega Knight Barbarian Hut Goblin Giant Electro Wizard Night Witch
Barbarian Hut Cannon Goblin Giant Night Witch Mega Knight
Ice Spirit Goblin Giant Electro Wizard Magic Archer
Barbarian Hut Goblin Giant Electro Wizard Night Witch
Mega Knight Barbarian Hut Goblin Giant
Electro Wizard Mega Knight Ice Spirit Barbarian Hut Magic Archer
Cannon Barbarian Hut Goblin Giant
Mega Knight
Mega Knight Goblin Giant Electro Wizard
Mega Knight Cannon Barbarian Hut Goblin Giant Night Witch
Cannon Barbarian Hut Magic Archer Mega Knight
Electro Wizard Ice Spirit Barbarian Hut Goblin Giant Magic Archer Night Witch
Mega Knight Cannon Barbarian Hut Electro Wizard Magic Archer

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.)

Magic Archer Barbarian Hut
Electro Wizard Magic Archer
Barbarian Hut Goblin Giant Magic Archer
Barbarian Hut
Magic Archer Mega Knight
Ice Spirit Goblin Giant Magic Archer
Magic Archer
Ice Spirit Barbarian Hut Magic Archer
Electro Wizard Night Witch
Electro Wizard Magic Archer
Magic Archer
Barbarian Hut Magic Archer
Magic Archer
Barbarian Hut Magic Archer
Barbarian Hut Magic Archer
Magic Archer Barbarian Hut Mega Knight
Night Witch
Electro Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Night Witch Mega Knight
Barbarian Hut
Ice Spirit Magic Archer Mega Knight
Electro Wizard Magic Archer
Magic Archer Mega Knight
Magic Archer
Electro Wizard Magic Archer Night Witch
Electro Wizard Ice Spirit
Night Witch
Magic Archer Night Witch Mega Knight
Ice Spirit Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Ice Spirit Barbarian Hut Magic Archer Night Witch
Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Ice Spirit Electro Wizard Magic Archer
Electro Wizard Magic Archer
Goblin Giant Electro Wizard Magic Archer Mega Knight

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