My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Elixir Golem

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of 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.

Minion Horde Inferno Tower Wizard Baby Dragon Witch Electro Wizard

Defensive buildings

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

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.

Wizard Baby Dragon Witch Electro Wizard

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 Lightning

Pump responses

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

Fireball Lightning

Dropped at the bridge

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

Minion Horde Baby Dragon

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
Minion Horde
Giant Snowball
Minion Horde Baby Dragon Witch
Zap
Minion Horde Inferno Tower Witch
Barbarian Barrel
Inferno Tower Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Inferno Tower Witch
Arrows
Minion Horde Witch
Royal Delivery
Minion Horde Wizard Baby Dragon Witch Electro Wizard
Fireball
Minion Horde Inferno Tower Wizard Baby Dragon Witch Electro Wizard
Poison
Minion Horde Inferno Tower Wizard Witch Electro Wizard
Lightning
Inferno Tower Wizard Baby Dragon Witch Electro Wizard
Rocket
Minion Horde Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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.

Inferno Tower Baby Dragon

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

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fireball Baby Dragon Electro Wizard Minion Horde Inferno Tower Wizard Witch Lightning

Shortest cycle

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

17 Fireball Baby Dragon Electro Wizard Minion Horde

Attack Synergies 0 5

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.

Minion Horde
Fireball
Baby Dragon Electro Wizard
Inferno Tower
Wizard
Baby Dragon
Fireball Witch Lightning Electro Wizard
Witch
Baby Dragon
Lightning
Baby Dragon
Electro Wizard
Fireball Baby Dragon

Defense Synergies 1 7

Minion Horde
Inferno Tower
Fireball
Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Minion Horde Fireball Baby Dragon
Wizard
Electro Wizard
Baby Dragon
Inferno Tower Witch
Witch
Baby Dragon Electro Wizard
Lightning
Electro Wizard
Inferno Tower Fireball 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.

Lightning Minion Horde Fireball Inferno Tower Wizard Baby Dragon Electro Wizard
Minion Horde Inferno Tower Witch Electro Wizard
Minion Horde Inferno Tower Witch Lightning Electro Wizard
Minion Horde Inferno Tower Witch Electro Wizard
Lightning Fireball
Fireball Baby Dragon Electro Wizard
Minion Horde Inferno Tower Lightning Electro Wizard Fireball Wizard Baby Dragon Witch
Lightning Fireball Inferno Tower Baby Dragon Electro Wizard
Minion Horde Inferno Tower Witch
Minion Horde Inferno Tower Electro Wizard
Minion Horde Witch Electro Wizard Fireball Wizard Baby Dragon
Minion Horde Inferno Tower Fireball Wizard Baby Dragon Witch Electro Wizard
Minion Horde Inferno Tower Fireball Wizard Witch Lightning Electro Wizard
Fireball Wizard Minion Horde Baby Dragon Witch Electro Wizard
Inferno Tower Minion Horde Electro Wizard
Minion Horde Inferno Tower Fireball Lightning Electro Wizard
Minion Horde Wizard Fireball Inferno Tower Witch Electro Wizard
Fireball Minion Horde Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch Fireball Electro Wizard
Inferno Tower Electro Wizard
Wizard Minion Horde Fireball Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Fireball Inferno Tower Witch Electro Wizard
Fireball Electro Wizard Wizard Baby Dragon Lightning
Minion Horde Inferno Tower Witch Lightning Electro Wizard
Lightning Minion Horde Fireball Inferno Tower Electro Wizard
Inferno Tower Minion Horde Witch
Fireball Wizard Minion Horde Baby Dragon Witch Electro Wizard
Minion Horde Fireball Inferno Tower Witch Lightning Electro Wizard
Inferno Tower Minion Horde
Minion Horde Lightning Electro Wizard Fireball Inferno Tower Baby Dragon Witch
Inferno Tower Witch Minion Horde
Minion Horde Inferno Tower Witch
Lightning Fireball Electro Wizard
Lightning Minion Horde Fireball Inferno Tower Wizard Witch
Wizard Minion Horde Fireball Baby Dragon Witch
Inferno Tower Witch Electro Wizard Minion Horde Fireball Baby Dragon Lightning
Minion Horde Fireball Inferno Tower Wizard Baby Dragon 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 Lightning Minion Horde Baby Dragon
Fireball Baby Dragon Electro Wizard
Lightning Minion Horde Fireball Baby Dragon
Lightning Fireball
Fireball Wizard Minion Horde Baby Dragon
Fireball Wizard Minion Horde Baby Dragon Witch
Minion Horde Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Lightning
Fireball Wizard Lightning
Lightning Minion Horde Fireball Electro Wizard
Lightning Minion Horde Fireball Wizard Electro Wizard
Fireball Lightning Wizard Baby Dragon
Lightning Fireball Baby Dragon
Lightning Minion Horde Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Minion Horde Fireball Wizard Baby Dragon Witch
Lightning Minion Horde Fireball Wizard Baby Dragon
Lightning Fireball
Minion Horde Lightning
Lightning Fireball Wizard Baby Dragon Electro Wizard
Lightning Fireball Wizard Baby Dragon Witch
Lightning Minion Horde Fireball Baby Dragon
Lightning Fireball Wizard
Lightning
Lightning Minion Horde Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Minion Horde Witch
Fireball Wizard Baby Dragon Witch Lightning Electro Wizard
Fireball Lightning Wizard Baby Dragon Witch
Fireball Lightning Baby Dragon
Lightning Minion Horde Fireball Wizard Baby Dragon Witch Electro Wizard
Lightning Electro Wizard Minion Horde Fireball Wizard Witch
Lightning Minion Horde Fireball
Lightning Minion Horde Fireball Wizard
Lightning Minion Horde Fireball Electro Wizard
Minion Horde
Fireball Wizard Lightning
Minion Horde Lightning Electro Wizard Fireball Witch
Fireball Lightning Wizard Baby Dragon Witch Electro Wizard
Fireball
Fireball Lightning Minion Horde Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon Lightning
Lightning Fireball
Minion Horde
Minion Horde Fireball Baby Dragon Witch Lightning Electro Wizard
Fireball Witch Lightning Electro Wizard
Lightning Fireball Baby Dragon Witch Electro Wizard

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