My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard

Defensive buildings

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

Barbarian Hut X-Bow

Investments

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

Royal Recruits Barbarian Hut X-Bow Electro Wizard Monk

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Barbarian Barrel

Punishments

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

Royal Recruits X-Bow

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 Royal Recruits Barbarian Barrel X-Bow

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.

Electro Wizard Monk

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
Royal Recruits
Giant Snowball
Barbarians Royal Recruits
Zap
X-Bow
Barbarian Barrel
Barbarians Royal Recruits Barbarian Hut X-Bow Electro Wizard
The Log
Barbarians Royal Recruits Barbarian Hut X-Bow
Earthquake
Barbarians Barbarian Hut X-Bow
Arrows
Royal Recruits
Royal Delivery
Barbarians Royal Recruits Electro Wizard
Fireball
Barbarians Barbarian Hut X-Bow Electro Wizard
Poison
Barbarians Royal Recruits Barbarian Hut X-Bow Electro Wizard
Lightning
Barbarian Hut X-Bow Electro Wizard Monk
Rocket
Barbarians Barbarian Hut X-Bow

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel

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.

Royal Recruits

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 Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Barbarian Barrel Electro Wizard Barbarians Monk Barbarian Hut X-Bow Royal Recruits

Shortest cycle

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

11 Mirror Barbarian Barrel Electro Wizard Barbarians

Attack Synergies 1 7

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
Royal Recruits
Barbarian Barrel Electro Wizard
Barbarian Hut
Mirror Barbarian Barrel X-Bow
Mirror
Barbarian Hut Barbarian Barrel X-Bow
Barbarian Barrel
X-Bow Royal Recruits Barbarian Hut Mirror
X-Bow
Barbarian Barrel Barbarian Hut Mirror
Electro Wizard
Royal Recruits
Monk

Defense Synergies 1 7

Barbarians
Royal Recruits
Barbarian Hut
Barbarian Barrel X-Bow Electro Wizard
Mirror
Barbarian Barrel Electro Wizard
Barbarian Barrel
Mirror Barbarian Hut X-Bow Electro Wizard
X-Bow
Barbarian Hut Barbarian Barrel Electro Wizard
Electro Wizard
Barbarian Hut Mirror Barbarian Barrel X-Bow
Monk

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.

Barbarian Hut Royal Recruits Barbarian Barrel X-Bow Electro Wizard
Barbarians Barbarian Hut Royal Recruits X-Bow Electro Wizard Monk
Barbarians Barbarian Hut Royal Recruits Electro Wizard
Barbarians Royal Recruits Barbarian Hut Electro Wizard Monk
Barbarians Royal Recruits Barbarian Barrel X-Bow Monk
Barbarian Barrel X-Bow Electro Wizard
Electro Wizard Barbarian Hut X-Bow
Barbarian Hut Barbarians Royal Recruits Barbarian Barrel X-Bow Electro Wizard Monk
Barbarians Barbarian Hut Royal Recruits X-Bow
Barbarians Royal Recruits Barbarian Barrel Electro Wizard
Barbarians Electro Wizard Royal Recruits Barbarian Barrel X-Bow
Barbarian Hut Electro Wizard
Barbarians Royal Recruits Barbarian Hut X-Bow Electro Wizard
Barbarian Hut Barbarians Royal Recruits Barbarian Barrel X-Bow Electro Wizard
Barbarians Royal Recruits Barbarian Hut X-Bow Electro Wizard
Barbarians Barbarian Hut Monk Royal Recruits X-Bow Electro Wizard
Barbarians Barbarian Hut Royal Recruits X-Bow Electro Wizard
Barbarians Royal Recruits Barbarian Hut Barbarian Barrel X-Bow Electro Wizard
Barbarian Barrel Barbarians Royal Recruits Barbarian Hut Electro Wizard
Barbarians Barbarian Hut Royal Recruits Electro Wizard
Royal Recruits Barbarians Barbarian Barrel Electro Wizard

Counters to secondary win conditions

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

Barbarians Royal Recruits Barbarian Hut Barbarian Barrel X-Bow Electro Wizard
Electro Wizard Barbarian Barrel X-Bow Monk
Barbarians Royal Recruits Barbarian Hut Electro Wizard
Royal Recruits Barbarians Barbarian Hut Barbarian Barrel X-Bow Electro Wizard Monk
Barbarians Royal Recruits Barbarian Hut
Electro Wizard Monk
Royal Recruits Barbarians Barbarian Hut Electro Wizard
Barbarians Royal Recruits Barbarian Hut
Royal Recruits Electro Wizard Barbarians Barbarian Hut Barbarian Barrel X-Bow Monk
Royal Recruits Barbarians Barbarian Hut
Barbarians Royal Recruits
Royal Recruits Monk Barbarians Electro Wizard
Barbarians Royal Recruits Barbarian Hut
Royal Recruits Barbarians Barbarian Hut
Barbarians Royal Recruits Electro Wizard Barbarian Hut Barbarian Barrel X-Bow Monk
Barbarians Royal Recruits Barbarian Hut Barbarian Barrel Electro Wizard
Barbarian Hut Electro Wizard

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.)

Royal Recruits Barbarian Hut Barbarian Barrel X-Bow Monk
Monk Barbarian Barrel X-Bow Electro Wizard
Barbarian Hut Barbarian Barrel X-Bow
Barbarians Royal Recruits Barbarian Hut Barbarian Barrel
Barbarian Barrel
Monk
X-Bow Barbarian Hut Barbarian Barrel
Monk X-Bow
X-Bow Electro Wizard
Monk Royal Recruits Barbarian Barrel X-Bow Electro Wizard
Monk
Barbarian Hut Barbarian Barrel
Barbarian Barrel X-Bow Monk
Barbarian Hut Barbarian Barrel X-Bow
X-Bow Barbarian Hut Barbarian Barrel
Royal Recruits Barbarian Hut Barbarian Barrel X-Bow
Monk Barbarian Barrel
Barbarian Barrel X-Bow Electro Wizard Monk
Barbarian Barrel X-Bow Monk
X-Bow Monk
X-Bow Monk
Barbarians Royal Recruits Barbarian Hut Barbarian Barrel X-Bow Monk
Barbarian Barrel
X-Bow Barbarian Barrel Electro Wizard Monk
X-Bow Monk
Barbarian Barrel X-Bow
X-Bow Electro Wizard
Electro Wizard
X-Bow
Electro Wizard Monk
Monk
Electro Wizard Barbarians Royal Recruits Barbarian Hut Barbarian Barrel X-Bow
Electro Wizard Monk
Barbarian Barrel
Electro Wizard
Monk
Royal Recruits
Royal Recruits Electro Wizard
Electro Wizard
Royal Recruits Barbarian Barrel X-Bow Electro Wizard Monk
Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: