My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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.

Elixir Golem Wizard Prince Electro Giant Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Lightning

Punishments

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

Elixir Golem Prince Electro Giant Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Elixir Golem Prince Electro Giant 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
Elixir Golem Prince
Giant Snowball
Barbarians
Zap
Prince
Barbarian Barrel
Barbarians Elixir Golem Wizard
The Log
Barbarians Elixir Golem Prince
Earthquake
Barbarians Elixir Golem
Arrows
Royal Delivery
Barbarians Elixir Golem Wizard Prince
Fireball
Barbarians Elixir Golem Wizard
Poison
Barbarians Elixir Golem Wizard
Lightning
Wizard Prince
Rocket
Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant 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.

Elixir Golem Prince Electro Giant 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

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.

Mirror Elixir Golem Barbarians Wizard Prince Lightning Electro Giant Mega Knight

Shortest cycle

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

13 Mirror Elixir Golem Barbarians Wizard

Attack Synergies 4 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.

Barbarians
Elixir Golem
Lightning Wizard Mirror
Wizard
Elixir Golem Prince Mega Knight
Mirror
Electro Giant Elixir Golem Lightning
Prince
Mega Knight Wizard Lightning Electro Giant
Lightning
Elixir Golem Electro Giant Mirror Prince
Electro Giant
Mirror Lightning Prince
Mega Knight
Prince Wizard

Defense Synergies 0 4

Barbarians
Elixir Golem
Wizard
Prince Mega Knight
Mirror
Mega Knight
Prince
Wizard Electro Giant
Lightning
Electro Giant
Prince
Mega Knight
Wizard Mirror

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.

Lightning Wizard
Barbarians Prince Mega Knight
Barbarians Prince Mega Knight Lightning
Barbarians Prince Mega Knight
Lightning Barbarians Prince Mega Knight
Mega Knight
Lightning Wizard
Lightning Barbarians Electro Giant Mega Knight
Barbarians Prince
Barbarians Prince Mega Knight
Barbarians Wizard Electro Giant Mega Knight
Wizard
Barbarians Prince Mega Knight Wizard Lightning
Wizard Mega Knight Barbarians Prince
Barbarians Prince Mega Knight
Barbarians Prince Lightning Electro Giant Mega Knight
Barbarians Wizard Mega Knight Prince
Mega Knight Barbarians Wizard Prince
Wizard Barbarians Mega Knight
Barbarians Prince
Wizard Mega Knight Barbarians Prince Electro Giant

Counters to secondary win conditions

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

Barbarians Mega Knight Prince Electro Giant
Wizard Prince Lightning Mega Knight
Barbarians Mega Knight Prince Lightning
Prince Lightning Mega Knight Barbarians
Barbarians Prince Mega Knight
Wizard Electro Giant
Prince Barbarians Lightning
Mega Knight Barbarians Prince
Lightning Mega Knight Barbarians Prince
Barbarians
Mega Knight Barbarians Prince
Lightning Mega Knight Barbarians Prince Electro Giant
Barbarians Prince Lightning Mega Knight Wizard
Wizard Barbarians Electro Giant Mega Knight
Barbarians Electro Giant Prince Lightning
Mega Knight Barbarians Wizard Electro Giant

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.)

Lightning
Lightning
Lightning Barbarians Prince
Wizard Mega Knight
Wizard Electro Giant
Wizard
Wizard Lightning
Wizard Lightning
Lightning Prince
Lightning Wizard Prince
Lightning Wizard
Lightning
Lightning
Lightning Prince
Lightning Wizard
Lightning Wizard Mega Knight
Lightning
Lightning
Lightning Wizard Prince Mega Knight
Lightning Wizard Electro Giant Mega Knight
Lightning Prince Mega Knight
Lightning Wizard
Prince Lightning
Lightning Barbarians
Electro Giant Wizard Mega Knight
Wizard Lightning
Lightning Wizard Prince Mega Knight
Lightning
Lightning Wizard Electro Giant
Lightning Wizard Electro Giant
Lightning
Lightning Wizard Mega Knight
Lightning
Prince Mega Knight
Wizard Lightning
Lightning Barbarians Prince
Lightning Wizard
Lightning Wizard Prince Mega Knight
Wizard Lightning
Lightning Electro Giant
Prince Mega Knight
Electro Giant Lightning
Lightning
Lightning Prince Electro Giant Mega Knight
Prince
Lightning Wizard Mega Knight

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