My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Firecracker Tesla Musketeer

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tesla Musketeer Dark Prince Bandit

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.

Arrows Rage

Punishments

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

Elite Barbarians Dark Prince Bandit

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 Dark Prince Bandit

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 Dark Prince Bandit

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
Elite Barbarians Dark Prince Bandit
Giant Snowball
Musketeer
Zap
Firecracker Dark Prince Bandit
Barbarian Barrel
Firecracker Tesla Elite Barbarians Musketeer Dark Prince Bandit
The Log
Firecracker Elite Barbarians Musketeer Dark Prince Bandit
Earthquake
Firecracker Tesla
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Musketeer Dark Prince Bandit
Fireball
Firecracker Tesla Elite Barbarians Musketeer Bandit
Poison
Firecracker Musketeer
Lightning
Tesla Elite Barbarians Musketeer Dark Prince Bandit
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Dark Prince

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.

Arrows Rage Dark Prince

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.

Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Firecracker Bandit Tesla Musketeer Dark Prince Elite Barbarians

Shortest cycle

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

11 Rage Arrows Firecracker Bandit

Attack Synergies 2 10

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.

Arrows
Elite Barbarians Dark Prince Bandit
Firecracker
Elite Barbarians Dark Prince Bandit
Tesla
Elite Barbarians
Arrows Rage Firecracker Bandit
Musketeer
Dark Prince Bandit
Rage
Elite Barbarians Dark Prince
Dark Prince
Arrows Firecracker Musketeer Rage Bandit
Bandit
Arrows Firecracker Elite Barbarians Musketeer Dark Prince

Defense Synergies 2 11

Arrows
Tesla Dark Prince Bandit
Firecracker
Tesla Musketeer Dark Prince Bandit
Tesla
Musketeer Arrows Firecracker Dark Prince
Elite Barbarians
Dark Prince
Musketeer
Tesla Firecracker Dark Prince Bandit
Rage
Dark Prince
Elite Barbarians Arrows Firecracker Tesla Musketeer Bandit
Bandit
Arrows Firecracker Musketeer Dark Prince

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 Tesla Musketeer
Elite Barbarians Firecracker Tesla Musketeer Dark Prince Bandit
Tesla Elite Barbarians Musketeer Dark Prince Bandit
Tesla Elite Barbarians Firecracker Musketeer Dark Prince Bandit
Arrows Firecracker Elite Barbarians Dark Prince
Arrows Firecracker Tesla Musketeer Dark Prince Bandit
Tesla Musketeer Arrows Firecracker
Arrows Tesla Musketeer Bandit
Tesla Elite Barbarians Musketeer
Elite Barbarians Firecracker Tesla Musketeer Dark Prince Bandit
Arrows Firecracker Tesla Musketeer Dark Prince Bandit
Arrows Tesla Musketeer Firecracker
Tesla Elite Barbarians Musketeer Dark Prince Bandit
Arrows Firecracker Tesla Dark Prince
Elite Barbarians Tesla Bandit
Tesla Elite Barbarians Bandit
Tesla Arrows Firecracker Elite Barbarians Musketeer Dark Prince
Arrows Tesla Firecracker Elite Barbarians Musketeer Dark Prince Bandit
Arrows Firecracker Tesla Musketeer Dark Prince Bandit
Tesla Elite Barbarians Musketeer
Dark Prince Arrows Firecracker Tesla Elite Barbarians Musketeer Bandit

Counters to secondary win conditions

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

Tesla Elite Barbarians Dark Prince Bandit
Bandit Arrows Firecracker Tesla Elite Barbarians Musketeer
Bandit Elite Barbarians Musketeer Dark Prince
Dark Prince Tesla Elite Barbarians Musketeer Bandit
Tesla Elite Barbarians Musketeer Dark Prince Bandit
Arrows Firecracker Tesla Musketeer
Dark Prince Tesla Elite Barbarians Musketeer Bandit
Tesla Elite Barbarians Dark Prince
Firecracker Elite Barbarians Dark Prince Bandit
Tesla Musketeer
Tesla Elite Barbarians Musketeer Dark Prince
Arrows Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Tesla Bandit
Firecracker Tesla Musketeer
Tesla Elite Barbarians Firecracker Musketeer Dark Prince
Arrows Firecracker Tesla Elite Barbarians Musketeer Dark Prince
Arrows

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.)

Arrows Firecracker Musketeer Bandit
Arrows Firecracker Musketeer Bandit
Arrows Bandit
Arrows Firecracker Musketeer Dark Prince
Arrows Firecracker Dark Prince
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker
Arrows Firecracker Bandit
Elite Barbarians Musketeer
Firecracker Arrows Musketeer Dark Prince Bandit
Arrows Firecracker Musketeer
Firecracker Elite Barbarians Musketeer Bandit
Arrows Firecracker Musketeer Bandit
Arrows Firecracker Elite Barbarians Musketeer
Arrows Firecracker Musketeer Bandit
Arrows Firecracker Musketeer Bandit
Arrows
Arrows Firecracker Musketeer Dark Prince Bandit
Arrows Firecracker
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Firecracker Dark Prince
Arrows Firecracker Musketeer Bandit
Arrows Musketeer Bandit
Arrows Firecracker Musketeer Bandit
Elite Barbarians Arrows Firecracker Musketeer
Firecracker Musketeer
Elite Barbarians
Arrows Musketeer Bandit
Arrows Firecracker
Arrows Firecracker
Musketeer Dark Prince Bandit
Arrows Firecracker Musketeer
Arrows
Firecracker Musketeer Dark Prince
Arrows Firecracker Musketeer
Arrows
Firecracker Elite Barbarians Musketeer Dark Prince
Firecracker Elite Barbarians Musketeer
Firecracker Musketeer
Firecracker Musketeer Dark Prince Bandit
Firecracker

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