My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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.

Furnace Magic Archer Night Witch

Defensive buildings

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

Furnace

Investments

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

Furnace Dark Prince Electro Giant Magic Archer Night Witch Mega Knight

Offensive cards

Win conditions

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

Electro Giant

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.

Dark Prince Electro Giant 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.

Barbarians Dark Prince Electro Giant Magic Archer 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.

Dark Prince Magic Archer

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
Dark Prince Night Witch
Giant Snowball
Barbarians Furnace Night Witch
Zap
Furnace Dark Prince Night Witch
Barbarian Barrel
Barbarians Furnace Dark Prince Magic Archer Night Witch
The Log
Barbarians Furnace Dark Prince
Earthquake
Barbarians Furnace
Arrows
Furnace Night Witch
Royal Delivery
Barbarians Dark Prince Magic Archer Night Witch
Fireball
Barbarians Furnace Magic Archer Night Witch
Poison
Barbarians Furnace Magic Archer Night Witch
Lightning
Furnace Dark Prince Magic Archer Night Witch
Rocket
Barbarians Furnace Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Furnace Freeze Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Dark Prince Freeze Electro Giant Magic Archer 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.

Dark Prince Freeze Electro Giant Night Witch 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 Furnace

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.

Furnace Dark Prince Freeze Magic Archer Night Witch Barbarians Electro Giant Mega Knight

Shortest cycle

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

16 Furnace Dark Prince Freeze Magic Archer

Attack Synergies 1 4

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
Furnace
Dark Prince
Dark Prince
Electro Giant Furnace Magic Archer
Freeze
Electro Giant
Dark Prince
Magic Archer
Dark Prince Mega Knight
Night Witch
Mega Knight
Mega Knight
Magic Archer Night Witch

Defense Synergies 0 9

Barbarians
Furnace
Furnace
Barbarians Dark Prince Magic Archer
Dark Prince
Furnace Magic Archer Night Witch
Freeze
Mega Knight
Electro Giant
Magic Archer
Furnace Dark Prince Night Witch Mega Knight
Night Witch
Dark Prince Magic Archer Mega Knight
Mega Knight
Freeze Magic Archer Night Witch

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.

Magic Archer
Barbarians Furnace Dark Prince Night Witch Mega Knight
Barbarians Furnace Mega Knight Dark Prince Freeze Night Witch
Barbarians Night Witch Furnace Dark Prince Mega Knight
Barbarians Dark Prince Mega Knight
Freeze Furnace Dark Prince Magic Archer Night Witch Mega Knight
Furnace Freeze Magic Archer Night Witch
Barbarians Electro Giant Magic Archer Mega Knight
Barbarians Furnace Night Witch
Barbarians Dark Prince Night Witch Mega Knight
Barbarians Furnace Dark Prince Freeze Electro Giant Magic Archer Night Witch Mega Knight
Furnace Magic Archer Night Witch
Barbarians Furnace Night Witch Mega Knight Dark Prince Freeze
Mega Knight Barbarians Furnace Dark Prince Freeze Magic Archer Night Witch
Barbarians Furnace Mega Knight
Barbarians Furnace Freeze Electro Giant Mega Knight
Barbarians Mega Knight Furnace Dark Prince Night Witch
Mega Knight Barbarians Furnace Dark Prince Magic Archer Night Witch
Furnace Freeze Barbarians Dark Prince Magic Archer Mega Knight
Barbarians
Dark Prince Mega Knight Barbarians Furnace Electro Giant Night Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Furnace Dark Prince Electro Giant
Magic Archer Mega Knight
Barbarians Mega Knight Furnace Dark Prince
Dark Prince Mega Knight Barbarians Night Witch
Barbarians Dark Prince Night Witch Mega Knight
Furnace Electro Giant Freeze Magic Archer
Dark Prince Barbarians Furnace Night Witch
Mega Knight Barbarians Dark Prince
Freeze Mega Knight Barbarians Dark Prince Magic Archer
Barbarians
Mega Knight Barbarians Dark Prince
Mega Knight Barbarians Dark Prince Electro Giant
Barbarians Dark Prince Mega Knight Night Witch
Barbarians Furnace Electro Giant Magic Archer Mega Knight
Barbarians Electro Giant Furnace Dark Prince Freeze Magic Archer Night Witch
Mega Knight Barbarians Dark Prince Freeze Electro Giant Magic Archer
Furnace

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.)

Magic Archer Freeze
Magic Archer
Magic Archer
Barbarians Dark Prince Freeze
Furnace Dark Prince Magic Archer Mega Knight
Electro Giant Furnace Freeze Magic Archer
Furnace Magic Archer
Freeze Magic Archer
Night Witch
Dark Prince Magic Archer
Magic Archer
Magic Archer
Freeze Magic Archer
Furnace Magic Archer
Furnace Magic Archer
Magic Archer Furnace Mega Knight
Freeze
Night Witch
Dark Prince Magic Archer Mega Knight
Electro Giant Magic Archer Mega Knight
Magic Archer Night Witch Mega Knight
Barbarians
Freeze Electro Giant Furnace Dark Prince Magic Archer Mega Knight
Magic Archer
Magic Archer Mega Knight
Magic Archer
Furnace Electro Giant Magic Archer Night Witch
Freeze Electro Giant
Night Witch
Magic Archer Night Witch Mega Knight
Freeze Magic Archer
Mega Knight
Magic Archer
Barbarians Dark Prince Freeze Magic Archer Night Witch
Magic Archer
Freeze
Dark Prince Magic Archer Mega Knight
Magic Archer
Electro Giant
Dark Prince Mega Knight
Electro Giant Freeze Magic Archer
Magic Archer
Dark Prince Freeze Electro Giant Magic Archer Mega Knight
Mega Knight

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