My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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.

Wizard 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 Wizard Witch Bandit Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians Bandit Lumberjack 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.

Royal Giant Elite Barbarians Bandit Lumberjack 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 Bandit Lumberjack

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
Royal Giant Elite Barbarians Bandit
Giant Snowball
Witch Lumberjack
Zap
Royal Giant Witch Bandit
Barbarian Barrel
Elite Barbarians Wizard Witch Bandit Lumberjack
The Log
Royal Giant Elite Barbarians Witch Bandit Lumberjack
Earthquake
Witch
Arrows
Witch
Royal Delivery
Elite Barbarians Wizard Witch Bandit Lumberjack
Fireball
Elite Barbarians Wizard Witch Bandit Lumberjack
Poison
Wizard Witch
Lightning
Elite Barbarians Wizard Witch Bandit Lumberjack
Rocket
Elite Barbarians 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

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.

Royal Giant 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 Wizard 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.

Bandit Fireball Lumberjack Wizard Witch Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

16 Bandit Fireball Lumberjack Wizard

Attack Synergies 1 20

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.

Royal Giant
Fireball Elite Barbarians Wizard Witch Bandit Lumberjack
Elite Barbarians
Royal Giant Fireball Wizard Bandit Lumberjack Mega Knight
Fireball
Royal Giant Elite Barbarians Mega Knight
Wizard
Royal Giant Elite Barbarians Bandit Lumberjack Mega Knight
Witch
Royal Giant Bandit Lumberjack Mega Knight
Bandit
Royal Giant Elite Barbarians Wizard Witch Lumberjack Mega Knight
Lumberjack
Royal Giant Elite Barbarians Wizard Witch Bandit Mega Knight
Mega Knight
Elite Barbarians Fireball Wizard Witch Bandit Lumberjack

Defense Synergies 0 13

Royal Giant
Elite Barbarians
Wizard Mega Knight
Fireball
Bandit Lumberjack Mega Knight
Wizard
Elite Barbarians Bandit Lumberjack Mega Knight
Witch
Bandit Lumberjack Mega Knight
Bandit
Fireball Wizard Witch Lumberjack Mega Knight
Lumberjack
Fireball Wizard Witch Bandit
Mega Knight
Elite Barbarians Fireball Wizard Witch Bandit

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 Lumberjack Witch Bandit Mega Knight
Witch Lumberjack Mega Knight Elite Barbarians Bandit
Elite Barbarians Witch Lumberjack Bandit Mega Knight
Elite Barbarians Fireball Lumberjack Mega Knight
Fireball Bandit Lumberjack Mega Knight
Fireball Wizard Witch
Fireball Bandit Mega Knight
Witch Elite Barbarians Lumberjack
Elite Barbarians Bandit Lumberjack Mega Knight
Witch Fireball Wizard Bandit Lumberjack Mega Knight
Fireball Wizard Witch
Lumberjack Mega Knight Elite Barbarians Fireball Wizard Witch Bandit
Fireball Wizard Mega Knight Witch Lumberjack
Elite Barbarians Bandit Lumberjack Mega Knight
Elite Barbarians Fireball Bandit Lumberjack Mega Knight
Wizard Mega Knight Elite Barbarians Fireball Witch Lumberjack
Fireball Mega Knight Elite Barbarians Wizard Witch Bandit Lumberjack
Wizard Witch Fireball Bandit Lumberjack Mega Knight
Elite Barbarians Lumberjack
Wizard Mega Knight Elite Barbarians Fireball Witch Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Elite Barbarians Fireball Witch Bandit
Fireball Bandit Elite Barbarians Wizard Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Elite Barbarians Witch
Lumberjack Mega Knight Elite Barbarians Fireball Bandit
Elite Barbarians Witch Bandit Lumberjack Mega Knight
Fireball Wizard Witch
Elite Barbarians Fireball Witch Bandit Lumberjack
Mega Knight Elite Barbarians Lumberjack
Mega Knight Elite Barbarians Fireball Witch Bandit
Witch
Mega Knight Elite Barbarians Witch Lumberjack
Mega Knight Elite Barbarians Fireball
Elite Barbarians Mega Knight Fireball Wizard Witch Bandit Lumberjack
Wizard Fireball Witch Mega Knight
Elite Barbarians Witch Fireball Lumberjack
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 Bandit
Fireball Bandit
Fireball Bandit
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard Bandit
Elite Barbarians Fireball Lumberjack
Fireball Wizard Bandit
Fireball Wizard
Elite Barbarians Fireball Bandit
Fireball Bandit
Elite Barbarians Fireball
Fireball Wizard Witch Bandit
Fireball Wizard Bandit Mega Knight
Fireball
Fireball Wizard Bandit Mega Knight
Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Witch Mega Knight
Witch
Fireball Wizard Witch Bandit
Fireball Wizard Witch Bandit Mega Knight
Fireball Bandit
Elite Barbarians Fireball Wizard Witch
Fireball Wizard Witch
Elite Barbarians Fireball
Fireball Wizard Bandit Mega Knight
Fireball
Mega Knight
Fireball Wizard
Fireball Witch Bandit
Fireball Wizard Witch
Fireball
Fireball Wizard Lumberjack Mega Knight
Fireball Wizard
Fireball
Elite Barbarians Mega Knight
Elite Barbarians Fireball Witch
Fireball Witch
Fireball Witch Bandit Mega Knight

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