My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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.

Wizard Archer Queen

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.

Knight Wizard Archer Queen

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

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 Elite Barbarians Archer Queen

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.

Elite Barbarians

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 Clone
Giant Snowball
Clone
Zap
Clone
Barbarian Barrel
Knight Elite Barbarians Wizard Clone
The Log
Elite Barbarians Clone
Earthquake
Clone
Arrows
Clone
Royal Delivery
Knight Elite Barbarians Wizard Clone
Fireball
Elite Barbarians Wizard Clone
Poison
Wizard Clone
Lightning
Knight Elite Barbarians Wizard Archer Queen
Rocket
Elite Barbarians Wizard Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Rage Clone

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.

Mirror Rage Arrows Knight Clone Wizard Archer Queen Elite Barbarians

Shortest cycle

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

8 Mirror Rage Arrows Knight

Attack Synergies 3 6

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 Mirror Knight
Knight
Arrows Elite Barbarians Wizard Archer Queen
Elite Barbarians
Arrows Rage Knight Wizard
Wizard
Knight Elite Barbarians Rage
Mirror
Arrows
Rage
Elite Barbarians Wizard
Clone
Archer Queen
Knight

Defense Synergies 2 3

Arrows
Mirror Knight
Knight
Archer Queen Arrows Wizard
Elite Barbarians
Wizard
Wizard
Knight Elite Barbarians
Mirror
Arrows
Rage
Clone
Archer Queen
Knight

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 Wizard
Elite Barbarians Knight
Knight Elite Barbarians
Elite Barbarians Knight
Arrows Elite Barbarians
Arrows
Arrows Wizard
Arrows
Elite Barbarians Archer Queen
Knight Elite Barbarians
Arrows Knight Wizard
Arrows Wizard
Knight Elite Barbarians Wizard
Wizard Arrows
Elite Barbarians Knight
Elite Barbarians
Wizard Arrows Knight Elite Barbarians
Arrows Knight Elite Barbarians Wizard
Arrows Wizard Knight
Elite Barbarians
Wizard Arrows Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Elite Barbarians
Arrows Knight Elite Barbarians Wizard
Knight Elite Barbarians
Knight Elite Barbarians
Knight Elite Barbarians
Arrows Wizard
Knight Elite Barbarians
Knight Elite Barbarians
Knight Elite Barbarians
Knight Elite Barbarians
Arrows Elite Barbarians Archer Queen
Elite Barbarians Knight Wizard
Wizard
Elite Barbarians Knight Archer Queen
Arrows Elite Barbarians Wizard Archer Queen
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 Knight
Arrows
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows Knight Wizard
Arrows Wizard Archer Queen
Knight Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Elite Barbarians Arrows Wizard
Wizard
Elite Barbarians
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Archer Queen
Arrows
Knight Wizard
Arrows Wizard
Arrows Archer Queen
Elite Barbarians Archer Queen
Elite Barbarians Archer Queen
Archer Queen
Archer Queen
Wizard

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