My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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!
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.

Elixir Golem Wizard Elixir Collector Witch Giant Skeleton Golem

Offensive cards

Win conditions

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

Elixir Golem Golem

Damage spells

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

Missing

Punishments

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

Elixir Golem

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Elixir Golem Giant Skeleton Golem

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 Golem

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
Elixir Golem Clone Giant Skeleton
Giant Snowball
Clone Witch
Zap
Clone Witch
Barbarian Barrel
Elixir Golem Wizard Clone Witch Giant Skeleton
The Log
Elixir Golem Clone Witch Giant Skeleton
Earthquake
Elixir Golem Elixir Collector Clone Witch
Arrows
Clone Witch
Royal Delivery
Elixir Golem Wizard Clone Witch Giant Skeleton
Fireball
Elixir Golem Wizard Elixir Collector Clone Witch
Poison
Elixir Golem Wizard Elixir Collector Clone Witch
Lightning
Wizard Elixir Collector Witch
Rocket
Wizard Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Golem Elixir Collector Clone Giant Skeleton Golem

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Elixir Golem Clone Wizard Witch Elixir Collector Giant Skeleton Golem

Shortest cycle

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

11 Mirror Elixir Golem Clone Wizard

Attack Synergies 2 9

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.

Elixir Golem
Wizard Mirror Witch
Wizard
Elixir Golem Giant Skeleton Golem
Elixir Collector
Mirror
Elixir Golem Giant Skeleton
Clone
Giant Skeleton Golem Witch
Witch
Elixir Golem Clone Giant Skeleton Golem
Giant Skeleton
Clone Wizard Mirror Witch
Golem
Clone Wizard Witch

Defense Synergies 0 2

Elixir Golem
Wizard
Giant Skeleton
Elixir Collector
Mirror
Clone
Witch
Giant Skeleton
Giant Skeleton
Wizard Witch
Golem

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.

Wizard
Witch
Witch Giant Skeleton
Witch
Giant Skeleton
Wizard Witch
Giant Skeleton
Witch
Giant Skeleton
Witch Wizard Giant Skeleton
Wizard Witch
Wizard Witch Giant Skeleton
Wizard Witch
Wizard Witch
Wizard Witch
Wizard Witch Giant Skeleton
Wizard Witch Giant Skeleton

Counters to secondary win conditions

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

Witch Giant Skeleton
Wizard
Giant Skeleton Witch
Giant Skeleton
Giant Skeleton Witch
Wizard Witch
Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Witch
Witch
Witch Giant Skeleton
Giant Skeleton
Giant Skeleton Wizard Witch
Wizard Witch
Witch Giant Skeleton
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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Wizard
Wizard
Wizard Witch
Wizard
Wizard
Wizard Witch
Giant Skeleton
Wizard
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard
Giant Skeleton
Wizard
Witch
Wizard Witch
Wizard
Wizard
Giant Skeleton
Witch Giant Skeleton
Witch
Witch Giant Skeleton

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