My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

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.

Knight Giant Wizard Witch

Offensive cards

Win conditions

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

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.

Giant

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.

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

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.

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.

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.

Barbarians 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.

Mirror Knight Fireball Barbarians Minion Horde Giant Wizard Witch

Shortest cycle

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

12 Mirror Knight Fireball Barbarians

Attack Synergies 1 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.

Knight
Minion Horde Fireball Wizard Witch
Barbarians
Minion Horde
Knight Giant Mirror
Fireball
Mirror Knight Giant
Giant
Minion Horde Fireball Wizard Witch
Wizard
Knight Giant
Mirror
Fireball Minion Horde
Witch
Knight Giant

Defense Synergies 2 5

Knight
Minion Horde Fireball Wizard Witch
Barbarians
Minion Horde
Minion Horde
Mirror Knight Barbarians
Fireball
Mirror Knight
Giant
Wizard
Knight
Mirror
Minion Horde Fireball
Witch
Knight

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.

Knight Minion Horde Fireball Wizard
Barbarians Minion Horde Knight Witch
Barbarians Minion Horde Witch Knight
Barbarians Minion Horde Witch Knight
Barbarians Fireball
Fireball
Minion Horde Fireball Wizard Witch
Barbarians Fireball
Barbarians Minion Horde Witch
Knight Barbarians Minion Horde
Barbarians Minion Horde Witch Knight Fireball Wizard
Minion Horde Fireball Wizard Witch
Barbarians Minion Horde Knight Fireball Wizard Witch
Fireball Wizard Barbarians Minion Horde Witch
Barbarians Knight Minion Horde
Barbarians Minion Horde Fireball
Barbarians Minion Horde Wizard Knight Fireball Witch
Fireball Knight Barbarians Minion Horde Wizard Witch
Wizard Witch Knight Barbarians Fireball
Barbarians
Wizard Knight Barbarians Minion Horde Fireball Witch

Counters to secondary win conditions

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

Knight Barbarians Fireball Witch
Fireball Knight Wizard
Barbarians Knight Minion Horde Witch
Knight Barbarians Minion Horde Fireball
Barbarians Knight Minion Horde Witch
Fireball Wizard Minion Horde Witch
Knight Barbarians Minion Horde Fireball Witch
Knight Barbarians Minion Horde
Minion Horde Knight Barbarians Fireball Witch
Witch Barbarians Minion Horde
Knight Barbarians Minion Horde Witch
Barbarians Fireball
Barbarians Knight Minion Horde Fireball Wizard Witch
Wizard Barbarians Minion Horde Fireball Witch
Barbarians Witch Knight Minion Horde Fireball
Barbarians Minion Horde Fireball Wizard Witch
Fireball

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 Knight Minion Horde
Fireball
Minion Horde Fireball
Knight Barbarians Fireball
Fireball Wizard Minion Horde
Fireball Wizard Minion Horde Witch
Minion Horde Wizard Witch
Fireball Wizard
Fireball Wizard
Minion Horde Fireball
Knight Minion Horde Fireball Wizard
Fireball Wizard
Knight Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball Wizard Witch
Minion Horde Fireball Wizard
Fireball
Minion Horde
Fireball Wizard
Fireball Wizard Witch
Minion Horde Fireball
Fireball Wizard
Barbarians Minion Horde Fireball
Fireball Wizard Witch
Minion Horde Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Minion Horde Fireball Wizard Witch
Minion Horde Fireball Wizard Witch
Minion Horde Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball
Minion Horde
Fireball Wizard
Minion Horde Barbarians Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Knight Minion Horde Wizard
Fireball Wizard
Fireball
Minion Horde
Minion Horde Fireball Witch
Fireball Witch
Fireball Witch
Fireball Wizard

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