My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minion Horde 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 Prince Giant Skeleton

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.

Zap Fireball

Punishments

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

Royal Giant Prince

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.

Minion Horde Royal Giant Prince Giant Skeleton

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.

Giant Skeleton

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
Minion Horde Royal Giant Prince Giant Skeleton
Giant Snowball
Minion Horde Witch
Zap
Minion Horde Royal Giant Witch Prince
Barbarian Barrel
Wizard Witch Giant Skeleton
The Log
Royal Giant Witch Prince Giant Skeleton
Earthquake
Witch
Arrows
Minion Horde Witch
Royal Delivery
Minion Horde Wizard Witch Prince Giant Skeleton
Fireball
Minion Horde Wizard Witch
Poison
Minion Horde Wizard Witch
Lightning
Wizard Witch Prince
Rocket
Minion Horde Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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.

Prince Giant Skeleton

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 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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Fireball Minion Horde Wizard Witch Prince Royal Giant Giant Skeleton

Shortest cycle

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

16 Zap Fireball Minion Horde Wizard

Attack Synergies 3 14

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.

Zap
Fireball Prince Minion Horde Royal Giant Witch Giant Skeleton
Minion Horde
Zap Royal Giant Prince Giant Skeleton
Royal Giant
Fireball Zap Minion Horde Wizard Witch Giant Skeleton
Fireball
Zap Royal Giant
Wizard
Royal Giant Prince Giant Skeleton
Witch
Zap Royal Giant Prince Giant Skeleton
Prince
Zap Minion Horde Wizard Witch
Giant Skeleton
Zap Minion Horde Royal Giant Wizard Witch

Defense Synergies 1 8

Zap
Fireball Minion Horde Witch Prince Giant Skeleton
Minion Horde
Zap
Royal Giant
Fireball
Zap
Wizard
Prince Giant Skeleton
Witch
Zap Prince Giant Skeleton
Prince
Zap Wizard Witch
Giant Skeleton
Zap Wizard Witch

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.

Zap Minion Horde Fireball Wizard
Minion Horde Zap Witch Prince
Minion Horde Witch Prince Giant Skeleton
Minion Horde Witch Prince
Fireball Prince Giant Skeleton
Fireball Zap
Minion Horde Zap Fireball Wizard Witch
Zap Fireball Giant Skeleton
Minion Horde Witch Prince
Minion Horde Prince Giant Skeleton
Minion Horde Witch Zap Fireball Wizard Giant Skeleton
Minion Horde Zap Fireball Wizard Witch
Minion Horde Prince Zap Fireball Wizard Witch Giant Skeleton
Fireball Wizard Zap Minion Horde Witch Prince
Minion Horde Prince
Minion Horde Zap Fireball Prince
Minion Horde Wizard Fireball Witch Prince
Fireball Zap Minion Horde Wizard Witch Prince
Zap Wizard Witch Fireball Giant Skeleton
Prince
Wizard Minion Horde Fireball Witch Prince Giant Skeleton

Counters to secondary win conditions

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

Zap Fireball Witch Prince Giant Skeleton
Fireball Zap Wizard Prince
Giant Skeleton Zap Minion Horde Witch Prince
Prince Giant Skeleton Zap Minion Horde Fireball
Giant Skeleton Minion Horde Witch Prince
Fireball Wizard Zap Minion Horde Witch
Prince Minion Horde Fireball Witch Giant Skeleton
Giant Skeleton Minion Horde Prince
Zap Minion Horde Giant Skeleton Fireball Witch Prince
Witch Minion Horde
Minion Horde Witch Prince Giant Skeleton
Zap Fireball Prince Giant Skeleton
Prince Giant Skeleton Minion Horde Fireball Wizard Witch
Wizard Minion Horde Fireball Witch
Witch Zap Minion Horde Fireball Prince Giant Skeleton
Zap Minion Horde Fireball Wizard Witch Giant Skeleton

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 Minion Horde Giant Skeleton
Fireball Zap
Minion Horde Fireball Giant Skeleton
Fireball Prince Giant Skeleton
Fireball Wizard Zap Minion Horde
Fireball Wizard Zap Minion Horde Witch
Minion Horde Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Minion Horde Fireball Prince
Zap Minion Horde Fireball Wizard Prince
Fireball Zap Wizard
Fireball
Minion Horde Fireball
Zap Fireball Prince
Zap Minion Horde Fireball Wizard Witch
Minion Horde Fireball Wizard
Fireball
Minion Horde
Zap Fireball Wizard Prince
Zap Fireball Wizard Witch
Minion Horde Fireball Prince Giant Skeleton
Fireball Wizard
Prince
Zap Minion Horde Fireball
Zap Fireball Wizard Witch
Minion Horde Witch
Fireball Zap Wizard Witch
Fireball Zap Wizard Witch Prince
Fireball Zap
Zap Minion Horde Fireball Wizard Witch
Zap Minion Horde Fireball Wizard Witch
Minion Horde Fireball
Zap Minion Horde Fireball Wizard
Zap Minion Horde Fireball
Minion Horde Prince Giant Skeleton
Fireball Wizard
Zap Minion Horde Fireball Witch Prince
Fireball Zap Wizard Witch
Fireball
Fireball Minion Horde Wizard Prince
Zap Fireball Wizard
Zap Fireball Giant Skeleton
Minion Horde Prince
Zap Minion Horde Fireball Witch Giant Skeleton
Zap Fireball Witch
Zap Fireball Witch Prince Giant Skeleton

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