My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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 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 Baby Dragon 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.

Knight Wizard Baby Dragon Balloon Ram Rider

Offensive cards

Win conditions

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

Balloon 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.

Elite Barbarians Balloon Ram Rider

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.

Knight Barbarians Minion Horde Elite Barbarians Baby Dragon Balloon Ram Rider

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.

Elite Barbarians Balloon 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
Minion Horde Elite Barbarians Balloon Ram Rider
Giant Snowball
Barbarians Minion Horde Baby Dragon Balloon Ram Rider
Zap
Minion Horde Balloon Ram Rider
Barbarian Barrel
Knight Barbarians Elite Barbarians Wizard
The Log
Barbarians Elite Barbarians Ram Rider
Earthquake
Barbarians
Arrows
Minion Horde
Royal Delivery
Knight Barbarians Minion Horde Elite Barbarians Wizard Baby Dragon Balloon Ram Rider
Fireball
Barbarians Minion Horde Elite Barbarians Wizard Baby Dragon Balloon Ram Rider
Poison
Barbarians Minion Horde Wizard Balloon
Lightning
Knight Elite Barbarians Wizard Baby Dragon Balloon Ram Rider
Rocket
Barbarians Minion Horde Elite Barbarians Wizard Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight 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.

Elite Barbarians

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Baby Dragon Barbarians Minion Horde Wizard Balloon Ram Rider Elite Barbarians

Shortest cycle

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

17 Knight Baby Dragon Barbarians Minion Horde

Attack Synergies 2 10

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
Baby Dragon Balloon Minion Horde Elite Barbarians Wizard Ram Rider
Barbarians
Balloon
Minion Horde
Knight
Elite Barbarians
Knight Wizard
Wizard
Knight Elite Barbarians Balloon Ram Rider
Baby Dragon
Knight Balloon Ram Rider
Balloon
Knight Barbarians Wizard Baby Dragon
Ram Rider
Knight Wizard Baby Dragon

Defense Synergies 0 5

Knight
Minion Horde Wizard Baby Dragon
Barbarians
Minion Horde
Minion Horde
Knight Barbarians
Elite Barbarians
Wizard
Wizard
Knight Elite Barbarians
Baby Dragon
Knight
Balloon
Ram Rider

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 Wizard Baby Dragon Ram Rider
Barbarians Minion Horde Elite Barbarians Knight Ram Rider
Barbarians Minion Horde Ram Rider Knight Elite Barbarians
Barbarians Minion Horde Elite Barbarians Knight Ram Rider
Barbarians Elite Barbarians
Baby Dragon
Minion Horde Ram Rider Wizard Baby Dragon
Barbarians Baby Dragon Ram Rider
Barbarians Minion Horde Elite Barbarians
Knight Elite Barbarians Barbarians Minion Horde
Barbarians Minion Horde Knight Wizard Baby Dragon Ram Rider
Minion Horde Wizard Baby Dragon Ram Rider
Barbarians Minion Horde Knight Elite Barbarians Wizard Ram Rider
Wizard Barbarians Minion Horde Baby Dragon
Barbarians Elite Barbarians Knight Minion Horde Ram Rider
Barbarians Minion Horde Elite Barbarians Ram Rider
Barbarians Minion Horde Wizard Knight Elite Barbarians
Knight Barbarians Minion Horde Elite Barbarians Wizard Baby Dragon Ram Rider
Wizard Baby Dragon Knight Barbarians Ram Rider
Barbarians Elite Barbarians Ram Rider
Wizard Knight Barbarians Minion Horde Elite Barbarians Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Elite Barbarians
Knight Elite Barbarians Wizard Baby Dragon
Barbarians Knight Minion Horde Elite Barbarians Ram Rider
Knight Barbarians Minion Horde Elite Barbarians Ram Rider
Barbarians Knight Minion Horde Elite Barbarians Ram Rider
Wizard Minion Horde Baby Dragon Ram Rider
Knight Barbarians Minion Horde Elite Barbarians Ram Rider
Knight Barbarians Minion Horde Elite Barbarians
Minion Horde Knight Barbarians Elite Barbarians Baby Dragon
Barbarians Minion Horde
Knight Barbarians Minion Horde Elite Barbarians
Barbarians Elite Barbarians
Barbarians Elite Barbarians Knight Minion Horde Wizard Ram Rider
Wizard Barbarians Minion Horde Baby Dragon
Barbarians Elite Barbarians Knight Minion Horde Baby Dragon
Barbarians Minion Horde Elite Barbarians Wizard Baby Dragon

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.)

Knight Minion Horde Baby Dragon
Baby Dragon Ram Rider
Minion Horde Baby Dragon
Knight Barbarians
Wizard Minion Horde Baby Dragon
Wizard Minion Horde Baby Dragon Ram Rider
Minion Horde Wizard Baby Dragon
Wizard Baby Dragon Ram Rider
Wizard Ram Rider
Minion Horde Elite Barbarians
Knight Minion Horde Wizard Ram Rider
Wizard Baby Dragon
Knight Elite Barbarians Baby Dragon
Minion Horde Baby Dragon
Elite Barbarians Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon
Wizard Baby Dragon
Minion Horde Baby Dragon
Wizard
Barbarians Minion Horde Baby Dragon
Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon Ram Rider
Wizard Baby Dragon Ram Rider
Baby Dragon
Elite Barbarians Minion Horde Wizard Baby Dragon
Minion Horde Wizard
Minion Horde Elite Barbarians
Minion Horde Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Barbarians
Wizard Baby Dragon Ram Rider
Knight Minion Horde Wizard Baby Dragon
Wizard Baby Dragon
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Baby Dragon
Baby Dragon
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: