My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Archers Firecracker 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.

Archers Firecracker Wizard Golem Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rage

Punishments

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

Elite Barbarians 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.

Elite Barbarians Golem 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 Elite Barbarians Golem

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
Archers Elite Barbarians Inferno Dragon
Giant Snowball
Archers Inferno Dragon
Zap
Archers Firecracker Inferno Dragon
Barbarian Barrel
Archers Firecracker Elite Barbarians Wizard
The Log
Archers Firecracker Elite Barbarians
Earthquake
Archers Firecracker
Arrows
Archers Firecracker
Royal Delivery
Archers Firecracker Elite Barbarians Wizard Inferno Dragon
Fireball
Archers Firecracker Elite Barbarians Wizard Inferno Dragon
Poison
Archers Firecracker Wizard
Lightning
Elite Barbarians Wizard Inferno Dragon
Rocket
Elite Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

Rage Golem 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.

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.

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.

Rage Archers Firecracker Inferno Dragon Wizard Elite Barbarians Mega Knight Golem

Shortest cycle

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

12 Rage Archers Firecracker Inferno Dragon

Attack Synergies 2 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.

Archers
Elite Barbarians Golem Inferno Dragon Mega Knight
Firecracker
Elite Barbarians Golem Inferno Dragon Mega Knight
Elite Barbarians
Rage Archers Firecracker Wizard Mega Knight
Wizard
Elite Barbarians Rage Golem Mega Knight
Rage
Elite Barbarians Wizard
Golem
Archers Firecracker Wizard
Inferno Dragon
Mega Knight Archers Firecracker
Mega Knight
Inferno Dragon Archers Firecracker Elite Barbarians Wizard

Defense Synergies 0 7

Archers
Firecracker Mega Knight
Firecracker
Archers Mega Knight
Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Rage
Golem
Inferno Dragon
Mega Knight
Mega Knight
Archers Firecracker Elite Barbarians Wizard Inferno Dragon

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 Wizard
Elite Barbarians Inferno Dragon Firecracker Mega Knight
Mega Knight Archers Elite Barbarians Inferno Dragon
Elite Barbarians Inferno Dragon Firecracker Mega Knight
Firecracker Elite Barbarians Mega Knight
Archers Firecracker Mega Knight
Inferno Dragon Archers Firecracker Wizard
Mega Knight
Inferno Dragon Elite Barbarians
Elite Barbarians Archers Firecracker Mega Knight
Archers Firecracker Wizard Mega Knight
Inferno Dragon Archers Firecracker Wizard
Mega Knight Elite Barbarians Wizard
Wizard Mega Knight Firecracker
Elite Barbarians Inferno Dragon Mega Knight
Elite Barbarians Inferno Dragon Mega Knight
Wizard Mega Knight Firecracker Elite Barbarians
Mega Knight Archers Firecracker Elite Barbarians Wizard
Wizard Archers Firecracker Inferno Dragon Mega Knight
Elite Barbarians Inferno Dragon
Wizard Mega Knight Archers Firecracker Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Archers Elite Barbarians
Archers Firecracker Elite Barbarians Wizard Inferno Dragon Mega Knight
Mega Knight Elite Barbarians
Mega Knight Elite Barbarians
Elite Barbarians Inferno Dragon Mega Knight
Firecracker Wizard Archers
Archers Elite Barbarians
Mega Knight Elite Barbarians Inferno Dragon
Mega Knight Firecracker Elite Barbarians Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Elite Barbarians
Mega Knight Elite Barbarians
Elite Barbarians Mega Knight Wizard
Wizard Archers Firecracker Mega Knight
Elite Barbarians Archers Firecracker Inferno Dragon
Mega Knight Archers Firecracker Elite Barbarians Wizard Inferno 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.)

Firecracker
Firecracker
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard
Archers Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Elite Barbarians
Firecracker Wizard
Archers Firecracker Wizard
Firecracker Elite Barbarians
Firecracker
Firecracker Elite Barbarians
Firecracker Wizard
Firecracker Wizard Mega Knight
Archers Firecracker Wizard Mega Knight
Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Wizard Mega Knight
Inferno Dragon
Firecracker Wizard
Wizard Mega Knight
Firecracker
Elite Barbarians Archers Firecracker Wizard
Firecracker Wizard
Elite Barbarians
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Archers
Archers Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard
Firecracker Elite Barbarians Mega Knight
Firecracker Elite Barbarians
Firecracker
Firecracker Mega Knight
Inferno Dragon
Firecracker Wizard Mega Knight

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