My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Musketeer Witch Ice Wizard Electro Wizard

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.

Musketeer Witch Ice Wizard Electro Wizard Sparky 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.

Missing

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.

Missing

Dropped at the bridge

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

Barbarians Hog Rider 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 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
Hog Rider Sparky
Giant Snowball
Barbarians Musketeer Hog Rider Witch
Zap
Witch Sparky
Barbarian Barrel
Barbarians Musketeer Witch Ice Wizard Electro Wizard Sparky
The Log
Barbarians Musketeer Hog Rider Witch Sparky
Earthquake
Barbarians Hog Rider Witch
Arrows
Witch
Royal Delivery
Barbarians Musketeer Hog Rider Witch Ice Wizard Electro Wizard Sparky
Fireball
Barbarians Musketeer Hog Rider Witch Ice Wizard Electro Wizard Sparky
Poison
Barbarians Musketeer Witch Ice Wizard Electro Wizard Sparky
Lightning
Musketeer Witch Ice Wizard Electro Wizard Sparky
Rocket
Barbarians Musketeer Hog Rider Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Sparky 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 Wizard 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.

Barbarians Musketeer Witch Ice 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.

Ice Wizard Musketeer Hog Rider Electro Wizard Barbarians Witch Sparky Mega Knight

Shortest cycle

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

15 Ice Wizard Musketeer Hog Rider Electro Wizard

Attack Synergies 1 8

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
Hog Rider
Musketeer
Hog Rider Mega Knight
Hog Rider
Musketeer Barbarians Witch Electro Wizard Mega Knight
Witch
Hog Rider Mega Knight
Ice Wizard
Electro Wizard
Hog Rider Sparky Mega Knight
Sparky
Electro Wizard
Mega Knight
Musketeer Hog Rider Witch Electro Wizard

Defense Synergies 0 7

Barbarians
Musketeer
Electro Wizard Mega Knight
Hog Rider
Witch
Ice Wizard Electro Wizard Mega Knight
Ice Wizard
Witch Mega Knight
Electro Wizard
Musketeer Witch Mega Knight
Sparky
Mega Knight
Musketeer Witch Ice Wizard Electro Wizard

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.

Musketeer Electro Wizard Sparky
Barbarians Sparky Musketeer Witch Ice Wizard Electro Wizard Mega Knight
Barbarians Witch Sparky Mega Knight Musketeer Ice Wizard Electro Wizard
Barbarians Witch Sparky Musketeer Ice Wizard Electro Wizard Mega Knight
Barbarians Sparky Mega Knight
Musketeer Ice Wizard Electro Wizard Mega Knight
Musketeer Electro Wizard Witch Ice Wizard
Barbarians Musketeer Electro Wizard Sparky Mega Knight
Barbarians Witch Sparky Musketeer Ice Wizard
Barbarians Musketeer Ice Wizard Electro Wizard Sparky Mega Knight
Barbarians Witch Ice Wizard Electro Wizard Musketeer Mega Knight
Musketeer Witch Ice Wizard Electro Wizard
Barbarians Sparky Mega Knight Musketeer Witch Ice Wizard Electro Wizard
Sparky Mega Knight Barbarians Witch Electro Wizard
Barbarians Sparky Electro Wizard Mega Knight
Barbarians Electro Wizard Sparky Mega Knight
Barbarians Sparky Mega Knight Musketeer Witch Electro Wizard
Mega Knight Barbarians Musketeer Witch Ice Wizard Electro Wizard
Witch Barbarians Musketeer Ice Wizard Electro Wizard Mega Knight
Barbarians Sparky Musketeer Electro Wizard
Mega Knight Barbarians Musketeer Witch Electro Wizard Sparky

Counters to secondary win conditions

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

Barbarians Mega Knight Witch Electro Wizard Sparky
Electro Wizard Musketeer Mega Knight
Barbarians Mega Knight Musketeer Witch Electro Wizard Sparky
Mega Knight Barbarians Musketeer Electro Wizard Sparky
Barbarians Musketeer Witch Sparky Mega Knight
Musketeer Witch Ice Wizard Electro Wizard
Sparky Barbarians Musketeer Witch Ice Wizard Electro Wizard
Mega Knight Barbarians Sparky
Electro Wizard Mega Knight Barbarians Witch Sparky
Witch Barbarians Musketeer Sparky
Mega Knight Barbarians Musketeer Witch Sparky
Mega Knight Barbarians Electro Wizard
Barbarians Mega Knight Witch Sparky
Barbarians Musketeer Witch Sparky Mega Knight
Barbarians Witch Electro Wizard Sparky Musketeer
Mega Knight Barbarians Musketeer Witch Ice Wizard Electro Wizard 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.)

Musketeer Sparky
Musketeer Ice Wizard Electro Wizard
Sparky
Barbarians Musketeer Sparky
Sparky Mega Knight
Musketeer Witch Ice Wizard
Musketeer Witch Sparky
Ice Wizard
Musketeer Electro Wizard Sparky
Musketeer Electro Wizard Sparky
Musketeer
Musketeer Sparky
Musketeer
Musketeer Sparky
Musketeer Witch Sparky
Musketeer Sparky Mega Knight
Sparky
Sparky
Musketeer Electro Wizard Sparky Mega Knight
Witch Mega Knight
Musketeer Sparky Mega Knight
Musketeer Sparky
Barbarians Musketeer
Witch Ice Wizard Sparky Mega Knight
Witch
Musketeer Witch Ice Wizard Electro Wizard Sparky
Musketeer Witch Sparky Mega Knight
Musketeer Sparky
Musketeer Witch Ice Wizard Electro Wizard Sparky
Electro Wizard Musketeer Witch
Sparky
Musketeer Sparky Mega Knight
Electro Wizard Sparky
Sparky Mega Knight
Sparky
Electro Wizard Barbarians Musketeer Witch
Musketeer Witch Ice Wizard Electro Wizard
Musketeer Electro Wizard Sparky Mega Knight
Musketeer
Sparky
Musketeer Sparky Mega Knight
Musketeer Witch Electro Wizard Sparky
Musketeer Witch Electro Wizard
Musketeer Witch Electro Wizard Sparky Mega Knight

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