My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Firecracker 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.

Firecracker Witch Bandit Electro Wizard Sparky 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.

Rocket

Punishments

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

Bandit 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.

Bandit 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.

Firecracker Bandit 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
Skeleton Army Bandit Sparky
Giant Snowball
Skeleton Army Witch
Zap
Firecracker Skeleton Army Witch Bandit Sparky
Barbarian Barrel
Firecracker Skeleton Army Witch Bandit Electro Wizard Sparky
The Log
Firecracker Skeleton Army Witch Bandit Sparky
Earthquake
Firecracker Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Firecracker Skeleton Army Witch Bandit Electro Wizard Sparky
Fireball
Firecracker Skeleton Army Witch Bandit Electro Wizard Sparky
Poison
Firecracker Skeleton Army Witch Electro Wizard Sparky
Lightning
Witch Bandit Electro Wizard Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket 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.

Rocket Skeleton Army Sparky 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Skeleton Army Bandit Electro Wizard Witch Rocket Sparky Mega Knight

Shortest cycle

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

13 Firecracker Skeleton Army Bandit Electro Wizard

Attack Synergies 0 10

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.

Firecracker
Bandit Sparky Mega Knight
Rocket
Skeleton Army
Sparky
Witch
Bandit Mega Knight
Bandit
Firecracker Witch Electro Wizard Mega Knight
Electro Wizard
Bandit Sparky Mega Knight
Sparky
Firecracker Skeleton Army Electro Wizard
Mega Knight
Firecracker Witch Bandit Electro Wizard

Defense Synergies 0 13

Firecracker
Skeleton Army Bandit Electro Wizard Mega Knight
Rocket
Skeleton Army
Firecracker Bandit Electro Wizard Sparky
Witch
Bandit Electro Wizard Mega Knight
Bandit
Firecracker Skeleton Army Witch Electro Wizard Mega Knight
Electro Wizard
Firecracker Skeleton Army Witch Bandit Mega Knight
Sparky
Skeleton Army
Mega Knight
Firecracker Witch Bandit 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.

Rocket Firecracker Electro Wizard Sparky
Skeleton Army Sparky Firecracker Witch Bandit Electro Wizard Mega Knight
Rocket Skeleton Army Witch Sparky Mega Knight Bandit Electro Wizard
Skeleton Army Witch Sparky Firecracker Bandit Electro Wizard Mega Knight
Firecracker Rocket Skeleton Army Sparky Mega Knight
Skeleton Army Firecracker Bandit Electro Wizard Mega Knight
Rocket Electro Wizard Firecracker Witch
Rocket Bandit Electro Wizard Sparky Mega Knight
Witch Sparky Skeleton Army
Skeleton Army Firecracker Bandit Electro Wizard Sparky Mega Knight
Skeleton Army Witch Electro Wizard Firecracker Bandit Mega Knight
Firecracker Witch Electro Wizard
Skeleton Army Sparky Mega Knight Rocket Witch Bandit Electro Wizard
Rocket Skeleton Army Sparky Mega Knight Firecracker Witch Electro Wizard
Skeleton Army Sparky Bandit Electro Wizard Mega Knight
Rocket Skeleton Army Bandit Electro Wizard Sparky Mega Knight
Sparky Mega Knight Firecracker Skeleton Army Witch Electro Wizard
Mega Knight Firecracker Skeleton Army Witch Bandit Electro Wizard
Witch Firecracker Bandit Electro Wizard Mega Knight
Sparky Electro Wizard
Skeleton Army Mega Knight Firecracker Witch Bandit Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch Bandit Electro Wizard Sparky
Bandit Electro Wizard Firecracker Rocket Mega Knight
Skeleton Army Bandit Mega Knight Rocket Witch Electro Wizard Sparky
Rocket Skeleton Army Mega Knight Bandit Electro Wizard Sparky
Skeleton Army Witch Bandit Sparky Mega Knight
Firecracker Rocket Witch Electro Wizard
Rocket Skeleton Army Sparky Witch Bandit Electro Wizard
Mega Knight Skeleton Army Sparky
Rocket Electro Wizard Mega Knight Firecracker Skeleton Army Witch Bandit Sparky
Witch Skeleton Army Sparky
Mega Knight Witch Sparky
Rocket Skeleton Army Mega Knight Electro Wizard
Rocket Skeleton Army Mega Knight Witch Bandit Sparky
Firecracker Skeleton Army Witch Sparky Mega Knight
Skeleton Army Witch Electro Wizard Sparky Firecracker Rocket
Mega Knight Firecracker Witch 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.)

Firecracker Rocket Bandit Sparky
Firecracker Bandit Electro Wizard
Rocket Bandit Sparky
Firecracker Rocket Sparky
Rocket Firecracker Sparky Mega Knight
Firecracker Rocket Witch
Firecracker Witch Sparky
Firecracker
Firecracker Bandit
Rocket Electro Wizard Sparky
Firecracker Rocket Bandit Electro Wizard Sparky
Firecracker Rocket
Rocket Firecracker Bandit Sparky
Firecracker Rocket Bandit
Firecracker Sparky
Rocket Firecracker Witch Bandit Sparky
Firecracker Rocket Bandit Sparky Mega Knight
Rocket Sparky
Rocket Sparky
Rocket Firecracker Bandit Electro Wizard Sparky Mega Knight
Rocket Firecracker Witch Mega Knight
Rocket Sparky Mega Knight
Rocket
Rocket Sparky
Rocket
Firecracker Witch Sparky Mega Knight
Witch
Firecracker Witch Bandit Electro Wizard Sparky
Witch Bandit Sparky Mega Knight
Rocket Firecracker Bandit Sparky
Firecracker Witch Electro Wizard Sparky
Rocket Electro Wizard Firecracker Witch
Sparky
Rocket Bandit Sparky Mega Knight
Rocket Firecracker Electro Wizard Sparky
Sparky Mega Knight
Rocket Firecracker Sparky
Electro Wizard Rocket Skeleton Army Witch Bandit
Rocket Firecracker Witch Electro Wizard
Firecracker Rocket Electro Wizard Sparky Mega Knight
Firecracker
Rocket Sparky
Firecracker Sparky Mega Knight
Firecracker Rocket Witch Electro Wizard Sparky
Firecracker Rocket Witch Electro Wizard
Firecracker Rocket Witch Bandit Electro Wizard Sparky Mega Knight

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