My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Goblin Hut Inferno Tower Wizard Witch Electro Wizard

Defensive buildings

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

Goblin Hut Inferno Tower

Investments

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

Goblin Hut Wizard Witch 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.

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.

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.

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
Giant Snowball
Goblin Hut Skeleton Army Witch
Zap
Goblin Hut Inferno Tower Skeleton Army Witch
Barbarian Barrel
Goblin Hut Inferno Tower Wizard Skeleton Army Witch Electro Wizard
The Log
Goblin Hut Skeleton Army Witch
Earthquake
Goblin Hut Inferno Tower Skeleton Army Witch
Arrows
Goblin Hut Skeleton Army Witch
Royal Delivery
Goblin Hut Wizard Skeleton Army Witch Electro Wizard
Fireball
Goblin Hut Inferno Tower Wizard Skeleton Army Witch Electro Wizard
Poison
Goblin Hut Inferno Tower Wizard Skeleton Army Witch Electro Wizard
Lightning
Goblin Hut Inferno Tower Wizard Witch Electro Wizard
Rocket
Goblin Hut Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Inferno Tower 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.

Fireball 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Fireball Electro Wizard Goblin Hut Inferno Tower Wizard Witch Mega Knight

Shortest cycle

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

16 Skeleton Army Fireball Electro Wizard Goblin Hut

Attack Synergies 0 6

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.

Fireball
Electro Wizard Mega Knight
Goblin Hut
Mega Knight
Inferno Tower
Wizard
Mega Knight
Skeleton Army
Witch
Mega Knight
Electro Wizard
Fireball Mega Knight
Mega Knight
Fireball Goblin Hut Wizard Witch Electro Wizard

Defense Synergies 2 16

Fireball
Goblin Hut Inferno Tower Electro Wizard Mega Knight
Goblin Hut
Fireball Inferno Tower Wizard Skeleton Army Electro Wizard
Inferno Tower
Skeleton Army Electro Wizard Fireball Goblin Hut Mega Knight
Wizard
Goblin Hut Skeleton Army Electro Wizard Mega Knight
Skeleton Army
Inferno Tower Goblin Hut Wizard Electro Wizard
Witch
Electro Wizard Mega Knight
Electro Wizard
Inferno Tower Fireball Goblin Hut Wizard Skeleton Army Witch Mega Knight
Mega Knight
Fireball Inferno Tower 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 Goblin Hut Inferno Tower Wizard Electro Wizard
Inferno Tower Skeleton Army Goblin Hut Witch Electro Wizard Mega Knight
Goblin Hut Inferno Tower Skeleton Army Witch Mega Knight Electro Wizard
Goblin Hut Inferno Tower Skeleton Army Witch Electro Wizard Mega Knight
Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Electro Wizard Mega Knight
Inferno Tower Electro Wizard Fireball Goblin Hut Wizard Witch
Fireball Inferno Tower Electro Wizard Mega Knight
Inferno Tower Witch Goblin Hut Skeleton Army
Skeleton Army Inferno Tower Electro Wizard Mega Knight
Skeleton Army Witch Electro Wizard Fireball Goblin Hut Wizard Mega Knight
Inferno Tower Fireball Goblin Hut Wizard Witch Electro Wizard
Goblin Hut Inferno Tower Skeleton Army Mega Knight Fireball Wizard Witch Electro Wizard
Fireball Wizard Skeleton Army Mega Knight Goblin Hut Witch Electro Wizard
Inferno Tower Skeleton Army Goblin Hut Electro Wizard Mega Knight
Inferno Tower Skeleton Army Fireball Goblin Hut Electro Wizard Mega Knight
Wizard Mega Knight Fireball Goblin Hut Inferno Tower Skeleton Army Witch Electro Wizard
Fireball Mega Knight Goblin Hut Wizard Skeleton Army Witch Electro Wizard
Wizard Witch Fireball Goblin Hut Electro Wizard Mega Knight
Goblin Hut Inferno Tower Electro Wizard
Wizard Skeleton Army Mega Knight Fireball Witch Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Goblin Hut Inferno Tower Witch Electro Wizard
Fireball Electro Wizard Wizard Mega Knight
Skeleton Army Mega Knight Goblin Hut Inferno Tower Witch Electro Wizard
Skeleton Army Mega Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Goblin Hut Skeleton Army Witch Mega Knight
Fireball Wizard Goblin Hut Witch Electro Wizard
Skeleton Army Fireball Goblin Hut Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight Skeleton Army
Electro Wizard Mega Knight Fireball Goblin Hut Inferno Tower Skeleton Army Witch
Inferno Tower Witch Goblin Hut Skeleton Army
Mega Knight Goblin Hut Inferno Tower Witch
Skeleton Army Mega Knight Fireball Electro Wizard
Skeleton Army Mega Knight Fireball Inferno Tower Wizard Witch
Wizard Fireball Skeleton Army Witch Mega Knight
Goblin Hut Inferno Tower Skeleton Army Witch Electro Wizard Fireball
Mega Knight Fireball Goblin Hut Inferno Tower Wizard Witch 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
Fireball Electro Wizard
Fireball Goblin Hut
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball Goblin Hut
Fireball
Fireball Goblin Hut
Fireball Goblin Hut Wizard Witch
Fireball Goblin Hut Wizard Mega Knight
Fireball
Fireball Wizard Electro Wizard Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch Electro Wizard
Fireball Wizard Witch Mega Knight
Fireball
Fireball Wizard Witch Electro Wizard
Electro Wizard Fireball Goblin Hut Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball Wizard
Electro Wizard Fireball Goblin Hut Skeleton Army Witch
Fireball Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard Mega Knight

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