My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Wizard Witch Electro Dragon 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.

Giant Wizard Witch Electro Dragon Golem Inferno Dragon

Offensive cards

Win conditions

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

Giant 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.

Giant

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.

Barbarians Giant 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.

Electro Dragon Golem

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon

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.

Skeleton Army Golem Inferno Dragon

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.

Skeleton Army

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Inferno Dragon Barbarians Giant Wizard Witch Electro Dragon Golem

Shortest cycle

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

17 Skeleton Army Inferno Dragon Barbarians Giant

Attack Synergies 2 5

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.

Barbarians
Giant
Electro Dragon Wizard Witch
Wizard
Giant Golem
Skeleton Army
Witch
Giant Golem
Electro Dragon
Giant Golem Inferno Dragon
Golem
Electro Dragon Wizard Witch
Inferno Dragon
Electro Dragon

Defense Synergies 0 6

Barbarians
Skeleton Army
Giant
Wizard
Skeleton Army
Skeleton Army
Barbarians Wizard Electro Dragon Inferno Dragon
Witch
Electro Dragon
Electro Dragon
Skeleton Army Witch Inferno Dragon
Golem
Inferno Dragon
Skeleton Army Electro 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 Dragon
Barbarians Skeleton Army Inferno Dragon Witch Electro Dragon
Barbarians Skeleton Army Witch Electro Dragon Inferno Dragon
Barbarians Skeleton Army Witch Inferno Dragon Electro Dragon
Barbarians Skeleton Army
Skeleton Army Electro Dragon
Inferno Dragon Wizard Witch Electro Dragon
Barbarians Electro Dragon
Barbarians Witch Inferno Dragon Skeleton Army
Skeleton Army Barbarians
Barbarians Skeleton Army Witch Wizard Electro Dragon
Inferno Dragon Wizard Witch Electro Dragon
Barbarians Skeleton Army Wizard Witch Electro Dragon
Wizard Skeleton Army Barbarians Witch Electro Dragon
Barbarians Skeleton Army Inferno Dragon
Barbarians Skeleton Army Inferno Dragon
Barbarians Wizard Skeleton Army Witch Electro Dragon
Barbarians Wizard Skeleton Army Witch Electro Dragon
Wizard Witch Barbarians Electro Dragon Inferno Dragon
Barbarians Inferno Dragon
Wizard Skeleton Army Barbarians Witch Electro Dragon

Counters to secondary win conditions

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

Barbarians Skeleton Army Witch
Wizard Electro Dragon Inferno Dragon
Barbarians Skeleton Army Witch Electro Dragon
Skeleton Army Barbarians
Barbarians Skeleton Army Witch Inferno Dragon
Wizard Witch Electro Dragon
Skeleton Army Barbarians Witch
Barbarians Skeleton Army Inferno Dragon
Electro Dragon Barbarians Skeleton Army Witch Inferno Dragon
Witch Barbarians Skeleton Army Inferno Dragon
Inferno Dragon Barbarians Witch Electro Dragon
Skeleton Army Barbarians
Barbarians Skeleton Army Wizard Witch
Wizard Barbarians Skeleton Army Witch Electro Dragon
Barbarians Skeleton Army Witch Electro Dragon Inferno Dragon
Barbarians Wizard Witch Electro Dragon Inferno Dragon

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.)

Electro Dragon
Electro Dragon
Electro Dragon
Barbarians
Wizard
Wizard Witch Electro Dragon
Wizard Witch
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon
Wizard Witch Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon
Wizard Witch Electro Dragon
Wizard
Barbarians Electro Dragon
Wizard Witch Electro Dragon
Witch Inferno Dragon
Wizard Witch Electro Dragon
Wizard Witch Electro Dragon
Wizard Witch Electro Dragon
Electro Dragon Wizard Witch
Wizard Electro Dragon
Electro Dragon
Wizard
Barbarians Skeleton Army Witch Electro Dragon
Wizard Witch Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon
Electro Dragon
Electro Dragon Witch
Witch Electro Dragon
Electro Dragon Witch

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