My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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!
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.

Wizard Baby Dragon Witch Ram Rider

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 Baby Dragon Witch Ram Rider Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs Ram Rider

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 Royal Hogs Ram Rider Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Barbarians Elixir Golem Royal Hogs Baby Dragon Ram Rider 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.

Royal Hogs Ram Rider

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 Royal Hogs Ram Rider
Giant Snowball
Barbarians Royal Hogs Baby Dragon Witch Ram Rider
Zap
Royal Hogs Witch Ram Rider
Barbarian Barrel
Barbarians Elixir Golem Wizard Royal Hogs Witch
The Log
Barbarians Elixir Golem Royal Hogs Witch Ram Rider
Earthquake
Barbarians Elixir Golem Royal Hogs Witch
Arrows
Royal Hogs Witch
Royal Delivery
Barbarians Elixir Golem Wizard Royal Hogs Baby Dragon Witch Ram Rider
Fireball
Barbarians Elixir Golem Wizard Royal Hogs Baby Dragon Witch Ram Rider
Poison
Barbarians Elixir Golem Wizard Royal Hogs Witch
Lightning
Wizard Baby Dragon Witch Ram Rider
Rocket
Barbarians Wizard Royal Hogs Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon 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.

Elixir Golem Baby Dragon Mega Knight

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Baby Dragon Barbarians Wizard Royal Hogs Witch Ram Rider Mega Knight

Shortest cycle

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

17 Elixir Golem Baby Dragon Barbarians Wizard

Attack Synergies 0 13

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.

Barbarians
Elixir Golem
Wizard Baby Dragon Witch
Wizard
Elixir Golem Royal Hogs Ram Rider Mega Knight
Royal Hogs
Wizard Mega Knight
Baby Dragon
Elixir Golem Witch Ram Rider Mega Knight
Witch
Elixir Golem Baby Dragon Ram Rider Mega Knight
Ram Rider
Wizard Baby Dragon Witch Mega Knight
Mega Knight
Wizard Royal Hogs Baby Dragon Witch Ram Rider

Defense Synergies 0 4

Barbarians
Elixir Golem
Wizard
Mega Knight
Royal Hogs
Baby Dragon
Witch Mega Knight
Witch
Baby Dragon Mega Knight
Ram Rider
Mega Knight
Wizard Baby Dragon 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.

Wizard Baby Dragon Ram Rider
Barbarians Witch Ram Rider Mega Knight
Barbarians Witch Ram Rider Mega Knight
Barbarians Witch Ram Rider Mega Knight
Barbarians Mega Knight
Baby Dragon Mega Knight
Ram Rider Wizard Baby Dragon Witch
Barbarians Baby Dragon Ram Rider Mega Knight
Barbarians Witch
Barbarians Mega Knight
Barbarians Witch Wizard Baby Dragon Ram Rider Mega Knight
Wizard Baby Dragon Witch Ram Rider
Barbarians Mega Knight Wizard Witch Ram Rider
Wizard Mega Knight Barbarians Baby Dragon Witch
Barbarians Ram Rider Mega Knight
Barbarians Ram Rider Mega Knight
Barbarians Wizard Mega Knight Witch
Mega Knight Barbarians Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Witch Barbarians Ram Rider Mega Knight
Barbarians Ram Rider
Wizard Mega Knight Barbarians Baby Dragon Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Witch
Wizard Baby Dragon Mega Knight
Barbarians Mega Knight Witch Ram Rider
Mega Knight Barbarians Ram Rider
Barbarians Witch Ram Rider Mega Knight
Wizard Baby Dragon Witch Ram Rider
Barbarians Witch Ram Rider
Mega Knight Barbarians
Mega Knight Barbarians Baby Dragon Witch
Witch Barbarians
Mega Knight Barbarians Witch
Mega Knight Barbarians
Barbarians Mega Knight Wizard Witch Ram Rider
Wizard Barbarians Baby Dragon Witch Mega Knight
Barbarians Witch Baby Dragon
Mega Knight Barbarians Wizard Baby Dragon Witch

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.)

Baby Dragon
Baby Dragon Ram Rider
Baby Dragon
Barbarians
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Witch
Wizard Baby Dragon Ram Rider
Wizard Ram Rider
Wizard Ram Rider
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Wizard
Barbarians Baby Dragon
Wizard Baby Dragon Witch Mega Knight
Witch
Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Witch Ram Rider Mega Knight
Baby Dragon
Wizard Baby Dragon Witch
Wizard Witch
Wizard Mega Knight
Mega Knight
Wizard
Barbarians Witch
Wizard Baby Dragon Witch Ram Rider
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Mega Knight
Baby Dragon Witch
Witch
Baby Dragon Witch Mega Knight
Wizard Mega Knight

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