My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon Witch

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.

Giant Wizard Baby Dragon Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Freeze

Punishments

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

Hog Rider Giant 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.

Barbarians Hog Rider Giant Baby Dragon 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.

Hog 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
Hog Rider Giant
Giant Snowball
Barbarians Hog Rider Baby Dragon Witch
Zap
Witch
Barbarian Barrel
Barbarians Wizard Witch
The Log
Barbarians Hog Rider Witch
Earthquake
Barbarians Hog Rider Witch
Arrows
Witch
Royal Delivery
Barbarians Hog Rider Wizard Baby Dragon Witch
Fireball
Barbarians Hog Rider Wizard Baby Dragon Witch
Poison
Barbarians Wizard Witch
Lightning
Wizard Baby Dragon Witch
Rocket
Barbarians Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Freeze 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 Freeze Mega Knight

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 Wizard Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Hog Rider Baby Dragon Freeze Barbarians Giant Wizard Witch Mega Knight

Shortest cycle

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

17 Hog Rider Baby Dragon Freeze Barbarians

Attack Synergies 1 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.

Barbarians
Hog Rider
Hog Rider
Freeze Barbarians Giant Wizard Baby Dragon Witch Mega Knight
Giant
Hog Rider Wizard Baby Dragon Witch
Wizard
Hog Rider Giant Mega Knight
Baby Dragon
Hog Rider Giant Witch Mega Knight
Freeze
Hog Rider
Witch
Hog Rider Giant Baby Dragon Mega Knight
Mega Knight
Hog Rider Wizard Baby Dragon Witch

Defense Synergies 0 6

Barbarians
Hog Rider
Giant
Wizard
Freeze Mega Knight
Baby Dragon
Witch Mega Knight
Freeze
Wizard Mega Knight
Witch
Baby Dragon Mega Knight
Mega Knight
Wizard Baby Dragon Freeze Witch

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.

Wizard Baby Dragon
Barbarians Witch Mega Knight
Barbarians Witch Mega Knight Freeze
Barbarians Witch Mega Knight
Barbarians Mega Knight
Freeze Baby Dragon Mega Knight
Wizard Baby Dragon Freeze Witch
Barbarians Baby Dragon Mega Knight
Barbarians Witch
Barbarians Mega Knight
Barbarians Witch Wizard Baby Dragon Freeze Mega Knight
Wizard Baby Dragon Witch
Barbarians Mega Knight Wizard Freeze Witch
Wizard Mega Knight Barbarians Baby Dragon Freeze Witch
Barbarians Mega Knight
Barbarians Freeze Mega Knight
Barbarians Wizard Mega Knight Witch
Mega Knight Barbarians Wizard Baby Dragon Witch
Wizard Baby Dragon Freeze Witch Barbarians Mega Knight
Barbarians
Wizard Mega Knight Barbarians Baby Dragon Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Witch
Wizard Baby Dragon Mega Knight
Barbarians Mega Knight Witch
Mega Knight Barbarians
Barbarians Witch Mega Knight
Wizard Baby Dragon Freeze Witch
Barbarians Witch
Mega Knight Barbarians
Freeze Mega Knight Barbarians Baby Dragon Witch
Witch Barbarians
Mega Knight Barbarians Witch
Mega Knight Barbarians
Barbarians Mega Knight Wizard Witch
Wizard Barbarians Baby Dragon Witch Mega Knight
Barbarians Witch Baby Dragon Freeze
Mega Knight Barbarians Wizard Baby Dragon Freeze Witch

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.)

Baby Dragon Freeze
Baby Dragon
Baby Dragon
Barbarians Freeze
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Freeze Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Freeze
Wizard
Wizard
Wizard Baby Dragon
Baby Dragon
Baby Dragon Freeze
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Mega Knight
Freeze
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Wizard
Barbarians Baby Dragon
Freeze Wizard Baby Dragon Witch Mega Knight
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Mega Knight
Baby Dragon
Wizard Baby Dragon Witch
Wizard Freeze Witch
Wizard Mega Knight
Freeze
Mega Knight
Wizard
Barbarians Freeze Witch
Wizard Baby Dragon Witch
Freeze
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Mega Knight
Baby Dragon Freeze Witch
Witch
Baby Dragon Freeze Witch Mega Knight
Wizard Mega Knight

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