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 Electro Wizard Magic Archer

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 Electro Wizard Magic Archer Mega Knight Golden 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.

Elite Barbarians Mega Knight Golden 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.

Elite Barbarians Magic Archer 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 Elite Barbarians Electro Wizard Magic Archer Golden Knight

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 Skeleton Army
Giant Snowball
Skeleton Army
Zap
Firecracker Skeleton Army
Barbarian Barrel
Firecracker Elite Barbarians Skeleton Army Electro Wizard Magic Archer
The Log
Firecracker Elite Barbarians Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elite Barbarians Skeleton Army Electro Wizard Magic Archer
Fireball
Firecracker Elite Barbarians Skeleton Army Electro Wizard Magic Archer
Poison
Firecracker Skeleton Army Electro Wizard Magic Archer
Lightning
Elite Barbarians Electro Wizard Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket Magic Archer 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 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 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.

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 Electro Wizard Magic Archer Golden Knight Elite Barbarians Rocket Mega Knight

Shortest cycle

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

14 Firecracker Skeleton Army Electro Wizard Magic Archer

Attack Synergies 0 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.

Firecracker
Elite Barbarians Mega Knight
Elite Barbarians
Firecracker Mega Knight Golden Knight
Rocket
Skeleton Army
Electro Wizard
Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight Golden Knight
Mega Knight
Firecracker Elite Barbarians Electro Wizard Magic Archer
Golden Knight
Elite Barbarians Magic Archer

Defense Synergies 0 11

Firecracker
Skeleton Army Electro Wizard Mega Knight Golden Knight
Elite Barbarians
Mega Knight Golden Knight
Rocket
Skeleton Army
Firecracker Electro Wizard Magic Archer
Electro Wizard
Firecracker Skeleton Army Magic Archer Mega Knight
Magic Archer
Skeleton Army Electro Wizard Mega Knight
Mega Knight
Firecracker Elite Barbarians Electro Wizard Magic Archer
Golden Knight
Firecracker Elite Barbarians

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 Magic Archer Golden Knight
Elite Barbarians Skeleton Army Firecracker Electro Wizard Mega Knight
Rocket Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Firecracker Electro Wizard Mega Knight
Firecracker Elite Barbarians Rocket Skeleton Army Mega Knight
Skeleton Army Firecracker Electro Wizard Magic Archer Mega Knight
Rocket Electro Wizard Firecracker Magic Archer
Rocket Electro Wizard Magic Archer Mega Knight Golden Knight
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Firecracker Electro Wizard Mega Knight
Skeleton Army Electro Wizard Firecracker Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Skeleton Army Mega Knight Elite Barbarians Rocket Electro Wizard
Rocket Skeleton Army Mega Knight Firecracker Electro Wizard Magic Archer Golden Knight
Elite Barbarians Skeleton Army Electro Wizard Mega Knight
Rocket Skeleton Army Elite Barbarians Electro Wizard Mega Knight
Mega Knight Firecracker Elite Barbarians Skeleton Army Electro Wizard
Mega Knight Firecracker Elite Barbarians Skeleton Army Electro Wizard Magic Archer Golden Knight
Firecracker Electro Wizard Magic Archer Mega Knight
Elite Barbarians Electro Wizard
Skeleton Army Mega Knight Firecracker Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Electro Wizard Firecracker Elite Barbarians Rocket Magic Archer Mega Knight
Skeleton Army Mega Knight Elite Barbarians Rocket Electro Wizard Golden Knight
Rocket Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Mega Knight
Firecracker Rocket Electro Wizard Magic Archer
Rocket Skeleton Army Elite Barbarians Electro Wizard
Mega Knight Elite Barbarians Skeleton Army
Rocket Electro Wizard Mega Knight Firecracker Elite Barbarians Skeleton Army Magic Archer
Skeleton Army
Mega Knight Elite Barbarians Golden Knight
Rocket Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Rocket Skeleton Army Mega Knight Golden Knight
Firecracker Skeleton Army Magic Archer Mega Knight
Elite Barbarians Skeleton Army Electro Wizard Firecracker Rocket Magic Archer Golden Knight
Mega Knight Firecracker Elite Barbarians Electro Wizard Magic Archer Golden Knight
Electro Wizard
Mega Knight
Elite Barbarians Skeleton Army

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.)

Magic Archer Firecracker Rocket Golden Knight
Firecracker Electro Wizard Magic Archer Golden Knight
Rocket Magic Archer
Firecracker Rocket
Rocket Firecracker Magic Archer Mega Knight
Firecracker Rocket Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Golden Knight
Rocket Elite Barbarians Electro Wizard
Firecracker Rocket Electro Wizard Magic Archer Golden Knight
Firecracker Rocket Magic Archer
Rocket Firecracker Elite Barbarians Magic Archer Golden Knight
Firecracker Rocket Magic Archer
Firecracker Elite Barbarians Magic Archer
Rocket Firecracker Magic Archer Golden Knight
Magic Archer Firecracker Rocket Mega Knight
Rocket
Rocket
Rocket Firecracker Electro Wizard Magic Archer Mega Knight
Rocket Firecracker Magic Archer Mega Knight Golden Knight
Rocket Magic Archer Mega Knight
Rocket
Rocket
Rocket
Firecracker Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer Golden Knight
Magic Archer Mega Knight Golden Knight
Rocket Firecracker Magic Archer Golden Knight
Elite Barbarians Firecracker Electro Wizard Magic Archer
Rocket Electro Wizard Firecracker
Elite Barbarians
Rocket Magic Archer Mega Knight
Rocket Firecracker Electro Wizard Magic Archer
Mega Knight
Rocket Firecracker Magic Archer
Electro Wizard Rocket Skeleton Army Magic Archer
Rocket Firecracker Electro Wizard Magic Archer
Firecracker Rocket Electro Wizard Magic Archer Mega Knight
Firecracker Magic Archer
Rocket
Firecracker Elite Barbarians Mega Knight
Firecracker Elite Barbarians Rocket Electro Wizard Magic Archer Golden Knight
Firecracker Rocket Electro Wizard Magic Archer
Firecracker Rocket Electro Wizard Magic Archer Mega Knight Golden Knight
Firecracker Rocket Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: