My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 Inferno Dragon

Defensive buildings

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

Cannon

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 Baby Dragon Inferno Dragon 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.

Arrows Freeze

Punishments

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

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 Baby Dragon Mega Knight

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
Inferno Dragon
Giant Snowball
Cannon Baby Dragon Inferno Dragon
Zap
Cannon Inferno Dragon
Barbarian Barrel
Knight Cannon Wizard
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Knight Wizard Baby Dragon Inferno Dragon
Fireball
Cannon Wizard Baby Dragon Inferno Dragon
Poison
Cannon Wizard
Lightning
Knight Cannon Wizard Baby Dragon Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight 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

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.

Arrows Knight Cannon Baby Dragon Freeze Inferno Dragon Wizard Mega Knight

Shortest cycle

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

13 Arrows Knight Cannon Baby Dragon

Attack Synergies 2 7

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
Knight Freeze Mega Knight
Knight
Baby Dragon Arrows Wizard
Cannon
Wizard
Knight Mega Knight
Baby Dragon
Knight Inferno Dragon Mega Knight
Freeze
Arrows
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Arrows Wizard Baby Dragon

Defense Synergies 2 13

Arrows
Mega Knight Knight Cannon
Knight
Cannon Arrows Wizard Baby Dragon
Cannon
Knight Arrows Wizard Baby Dragon Inferno Dragon
Wizard
Knight Cannon Freeze Mega Knight
Baby Dragon
Knight Cannon Inferno Dragon Mega Knight
Freeze
Wizard Mega Knight
Inferno Dragon
Cannon Baby Dragon Mega Knight
Mega Knight
Arrows Wizard Baby Dragon Freeze 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.

Knight Cannon Wizard Baby Dragon
Inferno Dragon Knight Cannon Mega Knight
Cannon Mega Knight Knight Freeze Inferno Dragon
Cannon Inferno Dragon Knight Mega Knight
Arrows Mega Knight
Arrows Freeze Cannon Baby Dragon Mega Knight
Inferno Dragon Arrows Cannon Wizard Baby Dragon Freeze
Arrows Cannon Baby Dragon Mega Knight
Cannon Inferno Dragon
Knight Cannon Mega Knight
Arrows Knight Cannon Wizard Baby Dragon Freeze Mega Knight
Arrows Inferno Dragon Wizard Baby Dragon
Cannon Mega Knight Knight Wizard Freeze
Wizard Mega Knight Arrows Cannon Baby Dragon Freeze
Inferno Dragon Knight Cannon Mega Knight
Cannon Freeze Inferno Dragon Mega Knight
Wizard Mega Knight Arrows Knight Cannon
Arrows Cannon Mega Knight Knight Wizard Baby Dragon
Arrows Wizard Baby Dragon Freeze Knight Cannon Inferno Dragon Mega Knight
Cannon Inferno Dragon
Wizard Mega Knight Arrows Knight Cannon Baby Dragon
Cannon Inferno Dragon

Counters to secondary win conditions

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

Knight Mega Knight
Arrows Knight Wizard Baby Dragon Inferno Dragon Mega Knight
Mega Knight Knight
Mega Knight Knight
Knight Cannon Inferno Dragon Mega Knight
Arrows Wizard Baby Dragon Freeze
Knight
Mega Knight Knight Inferno Dragon
Freeze Mega Knight Knight Baby Dragon Inferno Dragon
Cannon Inferno Dragon
Inferno Dragon Mega Knight Knight
Mega Knight Arrows
Mega Knight Knight Cannon Wizard
Wizard Cannon Baby Dragon Mega Knight
Knight Baby Dragon Freeze Inferno Dragon
Arrows Mega Knight Cannon Wizard Baby Dragon Freeze Inferno Dragon
Arrows Cannon

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 Knight Baby Dragon Freeze
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Knight Freeze
Wizard Arrows Baby Dragon Mega Knight
Arrows Wizard Baby Dragon Freeze
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Freeze
Arrows Wizard
Arrows Knight Wizard
Arrows Wizard Baby Dragon
Knight Baby Dragon
Arrows Baby Dragon Freeze
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows Freeze
Arrows Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows Wizard
Arrows Baby Dragon
Arrows Freeze Wizard Baby Dragon Mega Knight
Inferno Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Wizard Freeze
Arrows Wizard Mega Knight
Arrows Freeze
Mega Knight
Arrows Wizard
Freeze
Arrows Wizard Baby Dragon
Freeze
Arrows
Knight Wizard Baby Dragon Mega Knight
Arrows Wizard Baby Dragon
Arrows
Mega Knight
Baby Dragon Freeze
Baby Dragon Freeze Mega Knight
Inferno Dragon
Wizard Mega Knight

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