My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
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!
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.

Furnace Wizard Three Musketeers Witch

Defensive buildings

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

Furnace

Investments

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

Furnace Wizard Three Musketeers Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider Three Musketeers

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 Hog Rider 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.

Elite 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.

Elite Barbarians Hog Rider

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 Hog Rider Three Musketeers
Giant Snowball
Hog Rider Furnace Three Musketeers Witch
Zap
Furnace Three Musketeers Witch
Barbarian Barrel
Elite Barbarians Furnace Wizard Three Musketeers Witch
The Log
Elite Barbarians Hog Rider Furnace Three Musketeers Witch
Earthquake
Hog Rider Furnace Witch
Arrows
Furnace Witch
Royal Delivery
Elite Barbarians Hog Rider Wizard Three Musketeers Witch
Fireball
Elite Barbarians Hog Rider Furnace Wizard Three Musketeers Witch
Poison
Furnace Wizard Three Musketeers Witch
Lightning
Elite Barbarians Furnace Wizard Three Musketeers Witch
Rocket
Elite Barbarians Hog Rider Furnace Wizard Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Wizard 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.

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.

Fireball Furnace Wizard Three Musketeers 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.

Fireball Hog Rider Furnace Wizard Witch Elite Barbarians Mega Knight Three Musketeers

Shortest cycle

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

17 Fireball Hog Rider Furnace Wizard

Attack Synergies 1 14

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.

Elite Barbarians
Fireball Hog Rider Furnace Wizard Three Musketeers Mega Knight
Fireball
Hog Rider Elite Barbarians Mega Knight
Hog Rider
Fireball Elite Barbarians Furnace Wizard Three Musketeers Witch Mega Knight
Furnace
Elite Barbarians Hog Rider
Wizard
Elite Barbarians Hog Rider Mega Knight
Three Musketeers
Elite Barbarians Hog Rider
Witch
Hog Rider Mega Knight
Mega Knight
Elite Barbarians Fireball Hog Rider Wizard Witch

Defense Synergies 0 5

Elite Barbarians
Wizard Mega Knight
Fireball
Mega Knight
Hog Rider
Furnace
Wizard
Elite Barbarians Mega Knight
Three Musketeers
Witch
Mega Knight
Mega Knight
Elite Barbarians Fireball 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.

Fireball Wizard
Elite Barbarians Furnace Three Musketeers Witch Mega Knight
Furnace Three Musketeers Witch Mega Knight Elite Barbarians
Elite Barbarians Three Musketeers Witch Furnace Mega Knight
Elite Barbarians Fireball Mega Knight
Fireball Furnace Mega Knight
Furnace Three Musketeers Fireball Wizard Witch
Fireball Mega Knight
Three Musketeers Witch Elite Barbarians Furnace
Elite Barbarians Mega Knight
Witch Fireball Furnace Wizard Mega Knight
Three Musketeers Fireball Furnace Wizard Witch
Furnace Mega Knight Elite Barbarians Fireball Wizard Three Musketeers Witch
Fireball Wizard Three Musketeers Mega Knight Furnace Witch
Elite Barbarians Furnace Three Musketeers Mega Knight
Elite Barbarians Fireball Furnace Three Musketeers Mega Knight
Wizard Three Musketeers Mega Knight Elite Barbarians Fireball Furnace Witch
Fireball Mega Knight Elite Barbarians Furnace Wizard Three Musketeers Witch
Furnace Wizard Witch Fireball Mega Knight
Elite Barbarians Three Musketeers
Wizard Mega Knight Elite Barbarians Fireball Furnace Witch

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Fireball Furnace Witch
Fireball Elite Barbarians Wizard Mega Knight
Mega Knight Elite Barbarians Furnace Witch
Mega Knight Elite Barbarians Fireball
Elite Barbarians Three Musketeers Witch Mega Knight
Fireball Furnace Wizard Three Musketeers Witch
Elite Barbarians Fireball Furnace Witch
Mega Knight Elite Barbarians
Mega Knight Elite Barbarians Fireball Witch
Witch Three Musketeers
Mega Knight Elite Barbarians Witch
Mega Knight Elite Barbarians Fireball
Elite Barbarians Mega Knight Fireball Wizard Three Musketeers Witch
Wizard Fireball Furnace Three Musketeers Witch Mega Knight
Elite Barbarians Witch Fireball Furnace Three Musketeers
Mega Knight Elite Barbarians Fireball Wizard Witch

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
Fireball
Fireball
Fireball
Fireball Wizard Furnace Mega Knight
Fireball Wizard Furnace Witch
Furnace Wizard Witch
Fireball Wizard
Fireball Wizard
Elite Barbarians Fireball Three Musketeers
Fireball Wizard
Fireball Wizard
Elite Barbarians Fireball Three Musketeers
Fireball
Elite Barbarians Fireball Furnace
Fireball Furnace Wizard Three Musketeers Witch
Fireball Furnace Wizard Three Musketeers Mega Knight
Fireball Three Musketeers
Fireball Wizard Three Musketeers Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Furnace Wizard Witch Mega Knight
Witch
Fireball Wizard Witch
Fireball Wizard Witch Mega Knight
Fireball
Elite Barbarians Fireball Furnace Wizard Witch
Fireball Wizard Witch
Elite Barbarians Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Fireball Witch
Fireball Wizard Three Musketeers Witch
Fireball
Fireball Wizard Three Musketeers Mega Knight
Fireball Wizard
Fireball
Elite Barbarians Three Musketeers Mega Knight
Elite Barbarians Fireball Witch
Fireball Witch
Fireball Witch Mega Knight

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