My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Fisherman

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 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 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!
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.

Bomber Battle Ram Giant Wizard Witch Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Rocket

Punishments

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

Battle Ram Giant Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Battle Ram Giant 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.

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
Bomber Battle Ram Giant Giant Skeleton
Giant Snowball
Bomber Battle Ram Witch
Zap
Bomber Battle Ram Witch
Barbarian Barrel
Bomber Battle Ram Wizard Witch Giant Skeleton
The Log
Bomber Battle Ram Witch Giant Skeleton
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Battle Ram Wizard Witch Giant Skeleton
Fireball
Bomber Battle Ram Wizard Witch
Poison
Bomber Wizard Witch
Lightning
Battle Ram Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Rocket 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.

Battle Ram Rocket 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Battle Ram Giant Wizard Witch Rocket Giant Skeleton Mega Knight

Shortest cycle

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

16 Bomber Battle Ram Giant Wizard

Attack Synergies 1 11

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.

Bomber
Giant Battle Ram Giant Skeleton Mega Knight
Battle Ram
Bomber Witch
Giant
Bomber Wizard Rocket Witch
Wizard
Giant Giant Skeleton Mega Knight
Rocket
Giant
Witch
Battle Ram Giant Giant Skeleton Mega Knight
Giant Skeleton
Bomber Wizard Witch
Mega Knight
Bomber Wizard Witch

Defense Synergies 0 4

Bomber
Battle Ram
Giant
Wizard
Giant Skeleton Mega Knight
Rocket
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Wizard Witch
Mega Knight
Wizard 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.

Rocket Bomber Wizard
Bomber Witch Mega Knight
Rocket Witch Mega Knight Bomber Giant Skeleton
Witch Bomber Mega Knight
Bomber Rocket Giant Skeleton Mega Knight
Bomber Mega Knight
Rocket Wizard Witch
Rocket Giant Skeleton Mega Knight
Witch
Bomber Giant Skeleton Mega Knight
Witch Bomber Wizard Giant Skeleton Mega Knight
Wizard Witch
Mega Knight Bomber Wizard Rocket Witch Giant Skeleton
Bomber Wizard Rocket Mega Knight Witch
Mega Knight
Rocket Mega Knight
Wizard Mega Knight Bomber Witch
Mega Knight Bomber Wizard Witch
Wizard Witch Bomber Giant Skeleton Mega Knight
Bomber Wizard Mega Knight 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
Bomber Wizard Rocket Mega Knight
Giant Skeleton Mega Knight Rocket Witch
Rocket Giant Skeleton Mega Knight
Giant Skeleton Witch Mega Knight
Wizard Rocket Witch
Rocket Witch Giant Skeleton
Giant Skeleton Mega Knight
Rocket Giant Skeleton Mega Knight Witch
Witch
Mega Knight Witch Giant Skeleton
Rocket Mega Knight Giant Skeleton
Rocket Giant Skeleton Mega Knight Wizard Witch
Wizard Bomber Witch Mega Knight
Witch Bomber Rocket Giant Skeleton
Mega Knight Bomber 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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton
Bomber Wizard Rocket Mega Knight
Wizard Rocket Witch
Bomber Wizard Witch
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Bomber Wizard Witch
Wizard Rocket Mega Knight
Rocket
Bomber Rocket
Rocket Bomber Wizard Mega Knight
Rocket Bomber Wizard Witch Mega Knight
Rocket Giant Skeleton Mega Knight
Rocket Wizard
Rocket
Rocket
Bomber Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Rocket
Wizard Witch
Rocket Wizard Witch
Bomber Wizard Rocket Mega Knight
Rocket
Giant Skeleton Mega Knight
Rocket Wizard
Rocket Witch
Rocket Wizard Witch
Wizard Rocket Mega Knight
Bomber Wizard
Rocket Giant Skeleton
Mega Knight
Rocket Witch Giant Skeleton
Rocket Witch
Rocket Witch Giant Skeleton Mega Knight

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