My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
PROBLEM No direct tower 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 spells that can finish it off. 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 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 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 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.

Minion Horde Wizard Baby Dragon Witch

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.

Royal Recruits Wizard Baby Dragon Witch Sparky

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.

Missing

Punishments

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

Royal Recruits

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 Minion Horde Royal Recruits Baby Dragon

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
Minion Horde Royal Recruits Guards Sparky
Giant Snowball
Barbarians Minion Horde Royal Recruits Guards Baby Dragon Witch
Zap
Minion Horde Guards Witch Sparky
Barbarian Barrel
Barbarians Royal Recruits Wizard Guards Witch Sparky
The Log
Barbarians Royal Recruits Guards Witch Sparky
Earthquake
Barbarians Guards Witch
Arrows
Minion Horde Royal Recruits Guards Witch
Royal Delivery
Barbarians Minion Horde Royal Recruits Wizard Guards Baby Dragon Witch Sparky
Fireball
Barbarians Minion Horde Wizard Baby Dragon Witch Sparky
Poison
Barbarians Minion Horde Royal Recruits Wizard Guards Witch Sparky
Lightning
Wizard Baby Dragon Witch Sparky
Rocket
Barbarians Minion Horde Wizard Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Sparky

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.

Royal Recruits Guards Baby Dragon Sparky

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 Minion Horde Wizard Witch

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.

Guards Baby Dragon Barbarians Minion Horde Wizard Witch Sparky Royal Recruits

Shortest cycle

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

17 Guards Baby Dragon Barbarians Minion Horde

Attack Synergies 0 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
Minion Horde
Sparky
Royal Recruits
Wizard
Sparky
Guards
Baby Dragon
Witch Sparky
Witch
Baby Dragon
Sparky
Minion Horde Wizard Baby Dragon

Defense Synergies 0 7

Barbarians
Minion Horde
Minion Horde
Barbarians Sparky
Royal Recruits
Wizard
Guards
Guards
Wizard Baby Dragon Witch Sparky
Baby Dragon
Guards Witch
Witch
Guards Baby Dragon
Sparky
Minion Horde Guards

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.

Minion Horde Royal Recruits Wizard Baby Dragon Sparky
Barbarians Minion Horde Sparky Royal Recruits Witch
Barbarians Minion Horde Witch Sparky Royal Recruits
Barbarians Minion Horde Royal Recruits Witch Sparky Guards
Barbarians Royal Recruits Sparky
Guards Baby Dragon
Minion Horde Wizard Baby Dragon Witch
Barbarians Royal Recruits Baby Dragon Sparky
Barbarians Minion Horde Witch Sparky Royal Recruits
Guards Barbarians Minion Horde Royal Recruits Sparky
Barbarians Minion Horde Guards Witch Royal Recruits Wizard Baby Dragon
Minion Horde Wizard Baby Dragon Witch
Barbarians Minion Horde Royal Recruits Sparky Wizard Guards Witch
Wizard Sparky Barbarians Minion Horde Royal Recruits Guards Baby Dragon Witch
Barbarians Royal Recruits Sparky Minion Horde
Barbarians Minion Horde Royal Recruits Sparky
Barbarians Minion Horde Wizard Sparky Royal Recruits Witch
Barbarians Minion Horde Royal Recruits Wizard Guards Baby Dragon Witch
Wizard Baby Dragon Witch Barbarians Royal Recruits Guards
Barbarians Sparky Royal Recruits
Royal Recruits Wizard Barbarians Minion Horde Guards Baby Dragon Witch Sparky
Sparky

Counters to secondary win conditions

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

Barbarians Royal Recruits Guards Witch Sparky
Wizard Baby Dragon
Barbarians Royal Recruits Guards Minion Horde Witch Sparky
Royal Recruits Guards Barbarians Minion Horde Sparky
Barbarians Royal Recruits Minion Horde Guards Witch Sparky
Wizard Minion Horde Baby Dragon Witch
Royal Recruits Guards Sparky Barbarians Minion Horde Witch
Barbarians Minion Horde Royal Recruits Sparky
Minion Horde Royal Recruits Barbarians Baby Dragon Witch Sparky
Royal Recruits Witch Barbarians Minion Horde Guards Sparky
Barbarians Minion Horde Royal Recruits Guards Witch Sparky
Royal Recruits Barbarians Guards
Barbarians Royal Recruits Minion Horde Wizard Guards Witch Sparky
Royal Recruits Wizard Barbarians Minion Horde Baby Dragon Witch Sparky
Barbarians Royal Recruits Guards Witch Sparky Minion Horde Baby Dragon
Barbarians Minion Horde Royal Recruits Wizard Baby Dragon Witch Sparky

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.)

Minion Horde Royal Recruits Guards Baby Dragon Sparky
Baby Dragon
Minion Horde Baby Dragon Sparky
Barbarians Royal Recruits Guards Sparky
Wizard Minion Horde Baby Dragon Sparky
Wizard Minion Horde Baby Dragon Witch
Minion Horde Wizard Baby Dragon Witch Sparky
Wizard Baby Dragon
Wizard
Minion Horde Guards Sparky
Minion Horde Royal Recruits Wizard Sparky
Wizard Baby Dragon
Baby Dragon Sparky
Minion Horde Baby Dragon
Baby Dragon Sparky
Minion Horde Wizard Baby Dragon Witch Sparky
Minion Horde Royal Recruits Wizard Baby Dragon Sparky
Sparky
Minion Horde Sparky
Wizard Baby Dragon Sparky
Wizard Baby Dragon Witch
Minion Horde Baby Dragon Sparky
Wizard
Sparky
Barbarians Minion Horde Royal Recruits Baby Dragon
Wizard Baby Dragon Witch Sparky
Minion Horde Witch
Wizard Baby Dragon Witch Sparky
Wizard Baby Dragon Witch Sparky
Baby Dragon Sparky
Minion Horde Wizard Baby Dragon Witch Sparky
Minion Horde Wizard Guards Witch
Minion Horde Sparky
Minion Horde Wizard Sparky
Minion Horde Sparky
Minion Horde Sparky
Wizard Sparky
Minion Horde Barbarians Royal Recruits Guards Witch
Wizard Baby Dragon Witch
Minion Horde Wizard Baby Dragon Sparky
Wizard Baby Dragon
Sparky
Minion Horde Royal Recruits Sparky
Minion Horde Royal Recruits Guards Baby Dragon Witch Sparky
Witch
Royal Recruits Baby Dragon Witch Sparky
Sparky
Wizard Sparky

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