My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Wizard Baby Dragon Witch Balloon Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Balloon

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.

Balloon 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.

Baby Dragon Balloon 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.

Balloon

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
Balloon Inferno Dragon
Giant Snowball
Baby Dragon Witch Balloon Inferno Dragon
Zap
Witch Balloon Inferno Dragon
Barbarian Barrel
Wizard Witch
The Log
Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Wizard Baby Dragon Witch Balloon Inferno Dragon
Fireball
Wizard Baby Dragon Witch Balloon Inferno Dragon
Poison
Wizard Witch Balloon
Lightning
Wizard Baby Dragon Witch Balloon Inferno Dragon Goblinstein
Rocket
Wizard Witch Balloon Inferno Dragon

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 Inferno Dragon 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Baby Dragon Freeze Inferno Dragon Wizard Witch Balloon Goblinstein Mega Knight

Shortest cycle

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

17 Baby Dragon Freeze Inferno Dragon Wizard

Attack Synergies 2 8

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.

Wizard
Balloon Mega Knight
Baby Dragon
Witch Balloon Inferno Dragon Mega Knight
Freeze
Balloon
Witch
Baby Dragon Mega Knight
Balloon
Freeze Wizard Baby Dragon Mega Knight
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Wizard Baby Dragon Witch Balloon
Goblinstein

Defense Synergies 0 8

Wizard
Freeze Mega Knight
Baby Dragon
Witch Inferno Dragon Mega Knight
Freeze
Wizard Mega Knight
Witch
Baby Dragon Mega Knight
Balloon
Inferno Dragon
Baby Dragon Mega Knight
Mega Knight
Wizard Baby Dragon Freeze Witch 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.

Wizard Baby Dragon
Inferno Dragon Witch Mega Knight
Witch Mega Knight Freeze Inferno Dragon
Witch Inferno Dragon Mega Knight
Mega Knight
Freeze Baby Dragon Mega Knight
Inferno Dragon Wizard Baby Dragon Freeze Witch
Baby Dragon Mega Knight
Witch Inferno Dragon
Mega Knight
Witch Wizard Baby Dragon Freeze Mega Knight
Inferno Dragon Wizard Baby Dragon Witch
Mega Knight Wizard Freeze Witch
Wizard Mega Knight Baby Dragon Freeze Witch
Inferno Dragon Mega Knight
Freeze Inferno Dragon Mega Knight
Wizard Mega Knight Witch
Mega Knight Wizard Baby Dragon Witch
Wizard Baby Dragon Freeze Witch Inferno Dragon Mega Knight
Inferno Dragon
Wizard Mega Knight Baby Dragon Witch

Counters to secondary win conditions

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

Mega Knight Witch
Wizard Baby Dragon Inferno Dragon Mega Knight
Mega Knight Witch
Mega Knight
Witch Inferno Dragon Mega Knight
Wizard Baby Dragon Freeze Witch
Witch
Mega Knight Inferno Dragon
Freeze Mega Knight Baby Dragon Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Witch
Mega Knight
Mega Knight Wizard Witch
Wizard Baby Dragon Witch Mega Knight
Witch Baby Dragon Freeze Inferno Dragon
Mega Knight Wizard Baby Dragon Freeze Witch 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.)

Baby Dragon Freeze
Baby Dragon
Baby Dragon
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
Baby Dragon
Freeze Wizard Baby Dragon Witch Mega Knight
Witch Inferno Dragon
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
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
Inferno Dragon
Wizard Mega Knight

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