My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Baby Dragon Electro Wizard Inferno Dragon

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.

Firecracker Baby Dragon Bandit Electro Wizard Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Bandit Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Baby Dragon Bandit 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.

Firecracker Goblin Barrel Bandit Electro Wizard

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
Goblin Barrel Bandit Inferno Dragon
Giant Snowball
Goblin Barrel Baby Dragon Inferno Dragon
Zap
Firecracker Goblin Barrel Bandit Inferno Dragon
Barbarian Barrel
Firecracker Goblin Barrel Bandit Electro Wizard
The Log
Firecracker Goblin Barrel Bandit
Earthquake
Firecracker Goblin Barrel
Arrows
Firecracker Goblin Barrel
Royal Delivery
Firecracker Goblin Barrel Baby Dragon Bandit Electro Wizard Inferno Dragon
Fireball
Firecracker Goblin Barrel Baby Dragon Bandit Electro Wizard Inferno Dragon
Poison
Firecracker Electro Wizard
Lightning
Baby Dragon Bandit Electro Wizard Inferno Dragon Goblinstein
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Baby Dragon Inferno Dragon 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.

Goblin Barrel

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.

Goblin Barrel 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.

Firecracker Goblin Barrel Bandit Baby Dragon Electro Wizard Inferno Dragon Goblinstein Mega Knight

Shortest cycle

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

13 Firecracker Goblin Barrel Bandit Baby Dragon

Attack Synergies 1 15

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.

Firecracker
Goblin Barrel Baby Dragon Bandit Inferno Dragon Mega Knight
Goblin Barrel
Firecracker Baby Dragon Bandit Mega Knight
Baby Dragon
Firecracker Goblin Barrel Bandit Electro Wizard Inferno Dragon Mega Knight
Bandit
Firecracker Goblin Barrel Baby Dragon Electro Wizard Mega Knight
Electro Wizard
Baby Dragon Bandit Mega Knight
Inferno Dragon
Mega Knight Firecracker Baby Dragon
Mega Knight
Inferno Dragon Firecracker Goblin Barrel Baby Dragon Bandit Electro Wizard
Goblinstein

Defense Synergies 0 12

Firecracker
Baby Dragon Bandit Electro Wizard Mega Knight
Goblin Barrel
Baby Dragon
Firecracker Bandit Inferno Dragon Mega Knight
Bandit
Firecracker Baby Dragon Electro Wizard Mega Knight
Electro Wizard
Firecracker Bandit Inferno Dragon Mega Knight
Inferno Dragon
Baby Dragon Electro Wizard Mega Knight
Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard Inferno Dragon
Goblinstein

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.

Firecracker Baby Dragon Electro Wizard
Inferno Dragon Firecracker Bandit Electro Wizard Mega Knight
Mega Knight Bandit Electro Wizard Inferno Dragon
Inferno Dragon Firecracker Bandit Electro Wizard Mega Knight
Firecracker Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Firecracker Baby Dragon
Baby Dragon Bandit Electro Wizard Mega Knight
Inferno Dragon
Firecracker Bandit Electro Wizard Mega Knight
Electro Wizard Firecracker Baby Dragon Bandit Mega Knight
Inferno Dragon Firecracker Baby Dragon Electro Wizard
Mega Knight Bandit Electro Wizard
Mega Knight Firecracker Baby Dragon Electro Wizard
Inferno Dragon Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Firecracker Electro Wizard
Mega Knight Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Firecracker Bandit Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Firecracker Baby Dragon Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Firecracker Baby Dragon Inferno Dragon Mega Knight
Bandit Mega Knight Electro Wizard
Mega Knight Bandit Electro Wizard
Bandit Inferno Dragon Mega Knight
Firecracker Baby Dragon Electro Wizard
Bandit Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Firecracker Baby Dragon Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Electro Wizard
Mega Knight Bandit
Firecracker Baby Dragon Mega Knight
Electro Wizard Firecracker Baby Dragon Inferno Dragon
Mega Knight Firecracker Baby Dragon Electro Wizard Inferno Dragon
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.)

Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit
Firecracker
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Bandit
Electro Wizard
Firecracker Bandit Electro Wizard
Firecracker Baby Dragon
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
Firecracker Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Firecracker Baby Dragon Mega Knight
Inferno Dragon
Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit Mega Knight
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Electro Wizard
Electro Wizard Firecracker
Bandit Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard Bandit
Firecracker Baby Dragon Electro Wizard
Firecracker Baby Dragon Electro Wizard Mega Knight
Firecracker Baby Dragon
Firecracker Mega Knight
Firecracker Baby Dragon Electro Wizard
Firecracker Electro Wizard
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
Inferno Dragon
Firecracker Mega Knight

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