My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Minions Wizard Mother Witch

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.

Royal Giant Elixir Golem Wizard Electro Giant Mother Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Electro Giant

Damage spells

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

Poison

Punishments

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

Royal Giant Elixir Golem

Pump responses

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

Poison

Dropped at the bridge

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

Barbarians Royal Giant Elixir Golem Electro Giant

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
Minions Royal Giant Elixir Golem
Giant Snowball
Minions Barbarians
Zap
Minions Royal Giant
Barbarian Barrel
Barbarians Elixir Golem Wizard
The Log
Barbarians Royal Giant Elixir Golem
Earthquake
Barbarians Elixir Golem
Arrows
Minions
Royal Delivery
Minions Barbarians Elixir Golem Wizard Mother Witch
Fireball
Minions Barbarians Elixir Golem Wizard Mother Witch
Poison
Minions Barbarians Elixir Golem Wizard Mother Witch
Lightning
Wizard Mother Witch
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison Electro Giant

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.

Elixir Golem Poison Electro Giant Mother Witch

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.

Royal Giant

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.

Minions Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Elixir Golem Poison Mother Witch Barbarians Wizard Royal Giant Electro Giant

Shortest cycle

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

14 Minions Elixir Golem Poison Mother Witch

Attack Synergies 4 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.

Minions
Royal Giant Elixir Golem
Barbarians
Royal Giant
Minions Poison Mother Witch Wizard
Elixir Golem
Poison Minions Wizard Mother Witch
Wizard
Royal Giant Elixir Golem
Poison
Royal Giant Elixir Golem Mother Witch
Electro Giant
Mother Witch
Mother Witch
Royal Giant Elixir Golem Poison Electro Giant

Defense Synergies 0 1

Minions
Barbarians
Royal Giant
Elixir Golem
Wizard
Poison
Mother Witch
Electro Giant
Mother Witch
Poison

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.

Minions Wizard
Barbarians Minions
Barbarians Minions
Barbarians Minions
Barbarians Poison
Minions Mother Witch
Minions Wizard Poison
Barbarians Poison Electro Giant
Barbarians Minions
Barbarians
Minions Barbarians Poison Mother Witch Wizard Electro Giant
Minions Wizard Poison
Barbarians Minions Wizard
Wizard Minions Barbarians Poison
Barbarians
Barbarians Electro Giant
Barbarians Wizard Minions Poison
Minions Barbarians Wizard
Wizard Poison Minions Barbarians Mother Witch
Barbarians
Wizard Minions Barbarians Poison Electro Giant Mother Witch

Counters to secondary win conditions

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

Barbarians Electro Giant
Poison Wizard
Barbarians Minions
Barbarians
Barbarians
Wizard Poison Electro Giant Mother Witch Minions
Minions Barbarians
Barbarians
Minions Barbarians Poison
Barbarians
Minions Barbarians
Barbarians Poison Electro Giant
Barbarians Wizard
Wizard Barbarians Electro Giant
Barbarians Electro Giant Minions Poison
Minions Poison Barbarians Wizard Electro Giant Mother 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.)

Poison
Poison
Poison
Barbarians Poison
Wizard Poison
Wizard Poison Electro Giant Mother Witch Minions
Wizard Poison
Poison Wizard
Poison Wizard
Minions Poison
Poison Wizard
Poison Wizard
Poison
Minions Poison
Poison
Wizard Poison
Wizard Poison
Poison
Minions
Wizard Poison
Wizard Poison Electro Giant Mother Witch
Minions Poison
Wizard Poison
Barbarians Poison
Poison Electro Giant Mother Witch Wizard
Poison Wizard
Wizard Poison
Poison
Poison Wizard Electro Giant Mother Witch
Minions Wizard Poison Electro Giant
Poison Wizard
Poison
Wizard Poison
Minions Barbarians
Poison Wizard
Poison Wizard
Wizard Poison
Poison Electro Giant
Electro Giant Minions Poison
Poison
Poison Electro Giant

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