My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

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 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!
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.

Goblin Hut Wizard Witch Magic Archer

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Wizard Witch Prince Magic Archer Lumberjack Mega Knight

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

Punishments

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

Prince 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.

Prince Magic Archer 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.

Magic Archer 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
Prince
Giant Snowball
Goblin Hut Witch Lumberjack
Zap
Goblin Hut Witch Prince
Barbarian Barrel
Goblin Hut Wizard Witch Magic Archer Lumberjack
The Log
Goblin Hut Witch Prince Lumberjack
Earthquake
Goblin Hut Witch
Arrows
Goblin Hut Witch
Royal Delivery
Goblin Hut Wizard Witch Prince Magic Archer Lumberjack
Fireball
Goblin Hut Wizard Witch Magic Archer Lumberjack
Poison
Goblin Hut Wizard Witch Magic Archer
Lightning
Goblin Hut Wizard Witch Prince Magic Archer Lumberjack
Rocket
Goblin Hut Wizard Witch Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Magic Archer 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.

Prince 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fireball Magic Archer Lumberjack Goblin Hut Wizard Witch Prince Mega Knight

Shortest cycle

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

17 Fireball Magic Archer Lumberjack Goblin Hut

Attack Synergies 1 17

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.

Fireball
Magic Archer Mega Knight
Goblin Hut
Prince Magic Archer Lumberjack Mega Knight
Wizard
Prince Lumberjack Mega Knight
Witch
Prince Lumberjack Mega Knight
Prince
Mega Knight Goblin Hut Wizard Witch Magic Archer Lumberjack
Magic Archer
Fireball Goblin Hut Prince Lumberjack Mega Knight
Lumberjack
Goblin Hut Wizard Witch Prince Magic Archer Mega Knight
Mega Knight
Prince Fireball Goblin Hut Wizard Witch Magic Archer Lumberjack

Defense Synergies 0 14

Fireball
Goblin Hut Lumberjack Mega Knight
Goblin Hut
Fireball Wizard Lumberjack
Wizard
Goblin Hut Prince Lumberjack Mega Knight
Witch
Prince Lumberjack Mega Knight
Prince
Wizard Witch Magic Archer
Magic Archer
Prince Lumberjack Mega Knight
Lumberjack
Fireball Goblin Hut Wizard Witch Magic Archer
Mega Knight
Fireball Wizard Witch Magic Archer

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 Goblin Hut Wizard Magic Archer
Lumberjack Goblin Hut Witch Prince Mega Knight
Goblin Hut Witch Prince Lumberjack Mega Knight
Goblin Hut Witch Prince Lumberjack Mega Knight
Fireball Prince Lumberjack Mega Knight
Fireball Magic Archer Lumberjack Mega Knight
Fireball Goblin Hut Wizard Witch Magic Archer
Fireball Magic Archer Mega Knight
Witch Goblin Hut Prince Lumberjack
Prince Lumberjack Mega Knight
Witch Fireball Goblin Hut Wizard Magic Archer Lumberjack Mega Knight
Fireball Goblin Hut Wizard Witch Magic Archer
Goblin Hut Prince Lumberjack Mega Knight Fireball Wizard Witch
Fireball Wizard Mega Knight Goblin Hut Witch Prince Magic Archer Lumberjack
Goblin Hut Prince Lumberjack Mega Knight
Fireball Goblin Hut Prince Lumberjack Mega Knight
Wizard Mega Knight Fireball Goblin Hut Witch Prince Lumberjack
Fireball Mega Knight Goblin Hut Wizard Witch Prince Magic Archer Lumberjack
Wizard Witch Fireball Goblin Hut Magic Archer Lumberjack Mega Knight
Goblin Hut Prince Lumberjack
Wizard Mega Knight Fireball Witch Prince Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Fireball Goblin Hut Witch Prince
Fireball Wizard Prince Magic Archer Lumberjack Mega Knight
Lumberjack Mega Knight Goblin Hut Witch Prince
Prince Lumberjack Mega Knight Fireball
Goblin Hut Witch Prince Lumberjack Mega Knight
Fireball Wizard Goblin Hut Witch Magic Archer
Prince Fireball Goblin Hut Witch Lumberjack
Mega Knight Prince Lumberjack
Mega Knight Fireball Goblin Hut Witch Prince Magic Archer
Witch Goblin Hut
Mega Knight Goblin Hut Witch Prince Lumberjack
Mega Knight Fireball Prince
Prince Mega Knight Fireball Wizard Witch Lumberjack
Wizard Fireball Witch Magic Archer Mega Knight
Goblin Hut Witch Fireball Prince Magic Archer Lumberjack
Mega Knight Fireball Goblin Hut Wizard Witch Magic Archer
Fireball Goblin Hut

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 Magic Archer
Fireball Magic Archer
Fireball Goblin Hut Magic Archer
Fireball Prince
Fireball Wizard Magic Archer Mega Knight
Fireball Wizard Witch Magic Archer
Wizard Witch Magic Archer
Fireball Wizard Magic Archer
Fireball Wizard
Fireball Prince Lumberjack
Fireball Wizard Prince Magic Archer
Fireball Wizard Magic Archer
Fireball Goblin Hut Magic Archer
Fireball Magic Archer
Fireball Goblin Hut Prince Magic Archer
Fireball Goblin Hut Wizard Witch Magic Archer
Magic Archer Fireball Goblin Hut Wizard Mega Knight
Fireball
Fireball Wizard Prince Magic Archer Mega Knight
Fireball Wizard Witch Magic Archer Mega Knight
Fireball Prince Magic Archer Mega Knight
Fireball Wizard
Prince
Fireball
Fireball Wizard Witch Magic Archer Mega Knight
Witch
Fireball Wizard Witch Magic Archer
Fireball Wizard Witch Prince Magic Archer Mega Knight
Fireball Magic Archer
Fireball Wizard Witch Magic Archer
Fireball Goblin Hut Wizard Witch
Fireball
Fireball Wizard Magic Archer Mega Knight
Fireball Magic Archer
Prince Mega Knight
Fireball Wizard Magic Archer
Fireball Goblin Hut Witch Prince Magic Archer
Fireball Wizard Witch Magic Archer
Fireball
Fireball Wizard Prince Magic Archer Lumberjack Mega Knight
Fireball Wizard Magic Archer
Fireball
Prince Mega Knight
Fireball Witch Magic Archer
Fireball Witch Magic Archer
Fireball Witch Prince Magic Archer Mega Knight
Prince
Fireball Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: