My Best Clash Royale Deck

Deck Check Rating

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

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.

Inferno Tower Electro Wizard Inferno Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Bandit Electro Wizard Inferno Dragon Monk

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.

Freeze

Punishments

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

Bandit

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 Bandit

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.

Bandit Electro Wizard Monk

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
Guards Bandit Inferno Dragon
Giant Snowball
Barbarians Guards Inferno Dragon
Zap
Inferno Tower Guards Bandit Inferno Dragon
Barbarian Barrel
Barbarians Inferno Tower Guards Bandit Electro Wizard
The Log
Barbarians Guards Bandit
Earthquake
Barbarians Inferno Tower Guards
Arrows
Guards
Royal Delivery
Barbarians Guards Bandit Electro Wizard Inferno Dragon
Fireball
Barbarians Inferno Tower Bandit Electro Wizard Inferno Dragon
Poison
Barbarians Inferno Tower Guards Electro Wizard
Lightning
Inferno Tower Bandit Electro Wizard Inferno Dragon Monk
Rocket
Barbarians Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Freeze

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.

Inferno Tower Guards Freeze Inferno Dragon

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 Electro 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.

Guards Bandit Freeze Electro Wizard Inferno Dragon Barbarians Inferno Tower Monk

Shortest cycle

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

14 Guards Bandit Freeze Electro Wizard

Attack Synergies 0 2

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
Inferno Tower
Guards
Bandit
Freeze
Bandit
Guards Electro Wizard
Electro Wizard
Bandit
Inferno Dragon
Monk

Defense Synergies 2 5

Barbarians
Inferno Tower
Guards Electro Wizard Bandit
Guards
Inferno Tower Electro Wizard
Freeze
Electro Wizard
Bandit
Inferno Tower Electro Wizard
Electro Wizard
Inferno Tower Guards Freeze Bandit Inferno Dragon
Inferno Dragon
Electro Wizard
Monk

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.

Inferno Tower Electro Wizard
Barbarians Inferno Tower Inferno Dragon Bandit Electro Wizard Monk
Barbarians Inferno Tower Freeze Bandit Electro Wizard Inferno Dragon
Barbarians Inferno Tower Inferno Dragon Guards Bandit Electro Wizard Monk
Barbarians Monk
Freeze Guards Bandit Electro Wizard
Inferno Tower Electro Wizard Inferno Dragon Freeze
Barbarians Inferno Tower Bandit Electro Wizard Monk
Barbarians Inferno Tower Inferno Dragon
Guards Barbarians Inferno Tower Bandit Electro Wizard
Barbarians Guards Electro Wizard Freeze Bandit
Inferno Tower Inferno Dragon Electro Wizard
Barbarians Inferno Tower Guards Freeze Bandit Electro Wizard
Barbarians Guards Freeze Electro Wizard
Barbarians Inferno Tower Inferno Dragon Bandit Electro Wizard
Barbarians Inferno Tower Monk Freeze Bandit Electro Wizard Inferno Dragon
Barbarians Inferno Tower Electro Wizard
Barbarians Guards Bandit Electro Wizard
Freeze Barbarians Guards Bandit Electro Wizard Inferno Dragon
Barbarians Inferno Tower Electro Wizard Inferno Dragon
Barbarians Guards Bandit Electro Wizard
Inferno Tower Guards Inferno Dragon

Counters to secondary win conditions

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

Barbarians Guards Inferno Tower Bandit Electro Wizard
Bandit Electro Wizard Inferno Dragon Monk
Barbarians Guards Bandit Inferno Tower Electro Wizard
Guards Barbarians Inferno Tower Bandit Electro Wizard Monk
Barbarians Inferno Tower Guards Bandit Inferno Dragon
Freeze Electro Wizard Monk
Guards Barbarians Inferno Tower Bandit Electro Wizard
Inferno Tower Barbarians Inferno Dragon
Freeze Electro Wizard Barbarians Inferno Tower Bandit Inferno Dragon Monk
Inferno Tower Barbarians Guards Inferno Dragon
Inferno Dragon Barbarians Inferno Tower Guards
Monk Barbarians Guards Electro Wizard
Barbarians Inferno Tower Guards Bandit
Barbarians
Barbarians Inferno Tower Guards Electro Wizard Freeze Inferno Dragon Monk
Barbarians Inferno Tower Freeze Electro Wizard Inferno Dragon
Inferno Tower Electro Wizard

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.)

Guards Freeze Bandit Monk
Monk Bandit Electro Wizard
Bandit
Barbarians Guards Freeze
Freeze Monk
Freeze
Monk Bandit
Guards Electro Wizard
Monk Bandit Electro Wizard
Monk
Bandit
Freeze Bandit Monk
Bandit
Bandit
Monk Freeze
Bandit Electro Wizard Monk
Monk
Monk
Monk
Barbarians Monk
Freeze
Inferno Dragon
Bandit Electro Wizard Monk
Bandit Monk
Bandit
Electro Wizard
Electro Wizard Guards Freeze
Bandit
Freeze Electro Wizard Monk
Monk
Electro Wizard Barbarians Guards Freeze Bandit
Electro Wizard Monk
Freeze
Electro Wizard
Monk
Guards Freeze Electro Wizard
Electro Wizard
Freeze Bandit Electro Wizard Monk
Inferno Dragon
Monk

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