My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Wizard Witch 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.

Wizard Witch Giant Skeleton Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Punishments

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

Elite Barbarians Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Elite Barbarians 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.

Elite Barbarians Giant Skeleton 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
Elite Barbarians Giant Skeleton
Giant Snowball
Fire Spirit Witch
Zap
Fire Spirit Witch
Barbarian Barrel
Fire Spirit Elite Barbarians Wizard Witch Giant Skeleton Electro Wizard
The Log
Fire Spirit Elite Barbarians Witch Giant Skeleton
Earthquake
Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Elite Barbarians Wizard Witch Giant Skeleton Electro Wizard
Fireball
Elite Barbarians Wizard Witch Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Elite Barbarians Wizard Witch Electro Wizard
Rocket
Elite Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard 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.

Fire Spirit Giant Skeleton Mega Knight

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.

Elite Barbarians Fireball

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.

Fire Spirit Fireball Wizard Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Fireball Electro Wizard Wizard Witch Elite Barbarians Giant Skeleton Mega Knight

Shortest cycle

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

14 Fire Spirit Fireball Electro Wizard Wizard

Attack Synergies 0 13

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.

Fire Spirit
Elite Barbarians Giant Skeleton
Elite Barbarians
Fire Spirit Fireball Wizard Mega Knight
Fireball
Elite Barbarians Electro Wizard Mega Knight
Wizard
Elite Barbarians Giant Skeleton Mega Knight
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Fire Spirit Wizard Witch Electro Wizard
Electro Wizard
Fireball Giant Skeleton Mega Knight
Mega Knight
Elite Barbarians Fireball Wizard Witch Electro Wizard

Defense Synergies 0 14

Fire Spirit
Giant Skeleton Electro Wizard
Elite Barbarians
Wizard Mega Knight
Fireball
Electro Wizard Mega Knight
Wizard
Elite Barbarians Giant Skeleton Electro Wizard Mega Knight
Witch
Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Fire Spirit Wizard Witch Electro Wizard
Electro Wizard
Fire Spirit Fireball Wizard Witch Giant Skeleton Mega Knight
Mega Knight
Elite Barbarians Fireball Wizard Witch 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.

Fireball Wizard Electro Wizard
Elite Barbarians Witch Electro Wizard Mega Knight
Witch Mega Knight Fire Spirit Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Witch Electro Wizard Mega Knight
Elite Barbarians Fireball Giant Skeleton Mega Knight
Fireball Fire Spirit Electro Wizard Mega Knight
Electro Wizard Fire Spirit Fireball Wizard Witch
Fireball Giant Skeleton Electro Wizard Mega Knight
Witch Elite Barbarians
Elite Barbarians Fire Spirit Giant Skeleton Electro Wizard Mega Knight
Witch Electro Wizard Fireball Wizard Giant Skeleton Mega Knight
Fireball Wizard Witch Electro Wizard
Mega Knight Fire Spirit Elite Barbarians Fireball Wizard Witch Giant Skeleton Electro Wizard
Fire Spirit Fireball Wizard Mega Knight Witch Electro Wizard
Elite Barbarians Electro Wizard Mega Knight
Elite Barbarians Fireball Electro Wizard Mega Knight
Wizard Mega Knight Elite Barbarians Fireball Witch Electro Wizard
Fire Spirit Fireball Mega Knight Elite Barbarians Wizard Witch Electro Wizard
Wizard Witch Fire Spirit Fireball Giant Skeleton Electro Wizard Mega Knight
Elite Barbarians Electro Wizard
Wizard Mega Knight Fire Spirit Elite Barbarians Fireball Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Fireball Witch Giant Skeleton Electro Wizard
Fireball Electro Wizard Elite Barbarians Wizard Mega Knight
Giant Skeleton Mega Knight Elite Barbarians Witch Electro Wizard
Giant Skeleton Mega Knight Elite Barbarians Fireball Electro Wizard
Giant Skeleton Elite Barbarians Witch Mega Knight
Fire Spirit Fireball Wizard Witch Electro Wizard
Elite Barbarians Fireball Witch Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Elite Barbarians
Giant Skeleton Electro Wizard Mega Knight Elite Barbarians Fireball Witch
Witch
Mega Knight Elite Barbarians Witch Giant Skeleton
Mega Knight Elite Barbarians Fireball Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Mega Knight Fireball Wizard Witch
Wizard Fireball Witch Mega Knight
Elite Barbarians Witch Electro Wizard Fireball Giant Skeleton
Mega Knight Elite Barbarians Fireball Wizard Witch Giant Skeleton Electro Wizard

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.)

Fireball Giant Skeleton
Fireball Electro Wizard
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Wizard Fire Spirit Mega Knight
Fireball Wizard Fire Spirit Witch
Fire Spirit Wizard Witch
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Elite Barbarians Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Fire Spirit Wizard
Fire Spirit Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Fire Spirit Fireball Wizard Electro Wizard Mega Knight
Fire Spirit Fireball Wizard Witch Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch Electro Wizard
Fireball Wizard Witch Mega Knight
Fireball
Elite Barbarians Fire Spirit Fireball Wizard Witch Electro Wizard
Electro Wizard Fireball Wizard Witch
Elite Barbarians Fireball
Fireball Wizard Mega Knight
Fireball Electro Wizard
Giant Skeleton Mega Knight
Fireball Wizard
Electro Wizard Fire Spirit Fireball Witch
Fireball Fire Spirit Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard Mega Knight
Fireball Wizard
Fireball Giant Skeleton
Elite Barbarians Mega Knight
Elite Barbarians Fireball Witch Giant Skeleton Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Giant Skeleton Electro Wizard Mega Knight

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