My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Minion Horde Wizard Electro Wizard

Defensive buildings

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

Bomb Tower

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 Prince Electro Wizard 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.

Missing

Punishments

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

Prince 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.

Knight Minion Horde Prince 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.

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
Minion Horde Skeleton Army Prince
Giant Snowball
Minion Horde Skeleton Army
Zap
Minion Horde Skeleton Army Prince
Barbarian Barrel
Knight Bomb Tower Wizard Skeleton Army Electro Wizard
The Log
Skeleton Army Prince
Earthquake
Bomb Tower Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Knight Minion Horde Wizard Skeleton Army Prince Electro Wizard
Fireball
Minion Horde Bomb Tower Wizard Skeleton Army Electro Wizard
Poison
Minion Horde Bomb Tower Wizard Skeleton Army Electro Wizard
Lightning
Knight Bomb Tower Wizard Prince Electro Wizard
Rocket
Minion Horde Bomb Tower Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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.

Skeleton Army

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.

Minion Horde Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Bomb Tower Electro Wizard Minion Horde Wizard Prince Mega Knight

Shortest cycle

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

14 Knight Skeleton Army Bomb Tower Electro Wizard

Attack Synergies 2 9

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
Minion Horde Wizard Prince Electro Wizard
Minion Horde
Mega Knight Knight Prince
Bomb Tower
Wizard
Knight Prince Mega Knight
Skeleton Army
Prince
Mega Knight Knight Minion Horde Wizard Electro Wizard
Electro Wizard
Knight Prince Mega Knight
Mega Knight
Minion Horde Prince Wizard Electro Wizard

Defense Synergies 2 13

Knight
Bomb Tower Electro Wizard Minion Horde Wizard Skeleton Army
Minion Horde
Knight
Bomb Tower
Knight Skeleton Army Electro Wizard
Wizard
Knight Skeleton Army Prince Electro Wizard Mega Knight
Skeleton Army
Knight Bomb Tower Wizard Prince Electro Wizard
Prince
Wizard Skeleton Army Electro Wizard
Electro Wizard
Knight Bomb Tower Wizard Skeleton Army Prince Mega Knight
Mega Knight
Wizard Electro Wizard

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 Electro Wizard
Minion Horde Bomb Tower Skeleton Army Knight Prince Electro Wizard Mega Knight
Minion Horde Bomb Tower Skeleton Army Prince Mega Knight Knight Electro Wizard
Minion Horde Bomb Tower Skeleton Army Prince Knight Electro Wizard Mega Knight
Bomb Tower Skeleton Army Prince Mega Knight
Skeleton Army Bomb Tower Electro Wizard Mega Knight
Minion Horde Electro Wizard Bomb Tower Wizard
Bomb Tower Electro Wizard Mega Knight
Minion Horde Bomb Tower Skeleton Army Prince
Knight Skeleton Army Minion Horde Prince Electro Wizard Mega Knight
Minion Horde Skeleton Army Electro Wizard Knight Bomb Tower Wizard Mega Knight
Minion Horde Wizard Electro Wizard
Minion Horde Bomb Tower Skeleton Army Prince Mega Knight Knight Wizard Electro Wizard
Bomb Tower Wizard Skeleton Army Mega Knight Minion Horde Prince Electro Wizard
Skeleton Army Knight Minion Horde Bomb Tower Prince Electro Wizard Mega Knight
Minion Horde Bomb Tower Skeleton Army Prince Electro Wizard Mega Knight
Minion Horde Bomb Tower Wizard Mega Knight Knight Skeleton Army Prince Electro Wizard
Bomb Tower Mega Knight Knight Minion Horde Wizard Skeleton Army Prince Electro Wizard
Bomb Tower Wizard Knight Electro Wizard Mega Knight
Bomb Tower Prince Electro Wizard
Wizard Skeleton Army Mega Knight Knight Minion Horde Bomb Tower Prince Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Prince Electro Wizard
Electro Wizard Knight Bomb Tower Wizard Prince Mega Knight
Skeleton Army Mega Knight Knight Minion Horde Bomb Tower Prince Electro Wizard
Skeleton Army Prince Mega Knight Knight Minion Horde Electro Wizard
Knight Minion Horde Skeleton Army Prince Mega Knight
Wizard Minion Horde Bomb Tower Electro Wizard
Skeleton Army Prince Knight Minion Horde Bomb Tower Electro Wizard
Mega Knight Knight Minion Horde Bomb Tower Skeleton Army Prince
Minion Horde Electro Wizard Mega Knight Knight Bomb Tower Skeleton Army Prince
Minion Horde Skeleton Army
Mega Knight Knight Minion Horde Bomb Tower Prince
Skeleton Army Mega Knight Prince Electro Wizard
Skeleton Army Prince Mega Knight Knight Minion Horde Bomb Tower Wizard
Wizard Minion Horde Bomb Tower Skeleton Army Mega Knight
Skeleton Army Electro Wizard Knight Minion Horde Bomb Tower Prince
Mega Knight Minion Horde Bomb Tower Wizard Electro Wizard
Bomb Tower 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.)

Knight Minion Horde
Electro Wizard
Minion Horde
Knight Prince
Wizard Minion Horde Mega Knight
Wizard Minion Horde
Minion Horde Wizard
Wizard
Wizard
Minion Horde Prince Electro Wizard
Knight Minion Horde Wizard Prince Electro Wizard
Wizard
Knight
Minion Horde
Prince
Minion Horde Wizard
Minion Horde Wizard Mega Knight
Minion Horde
Wizard Prince Electro Wizard Mega Knight
Wizard Mega Knight
Minion Horde Prince Mega Knight
Wizard
Prince
Minion Horde
Wizard Mega Knight
Minion Horde
Wizard Electro Wizard
Wizard Prince Mega Knight
Minion Horde Wizard Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde
Minion Horde Wizard Mega Knight
Minion Horde Electro Wizard
Minion Horde Prince Mega Knight
Wizard
Minion Horde Electro Wizard Skeleton Army Prince
Wizard Electro Wizard
Knight Minion Horde Wizard Prince Electro Wizard Mega Knight
Wizard
Minion Horde Prince Mega Knight
Minion Horde Electro Wizard
Electro Wizard
Prince Electro Wizard Mega Knight
Prince
Wizard Mega Knight

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