My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 Baby Dragon Electro Wizard Inferno Dragon

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.

Wizard Baby Dragon Dark Prince Balloon Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Dark Prince Balloon 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 Baby Dragon Dark Prince Balloon 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 Balloon Electro Wizard

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 Balloon Inferno Dragon
Giant Snowball
Barbarians Baby Dragon Balloon Inferno Dragon
Zap
Dark Prince Balloon Inferno Dragon
Barbarian Barrel
Barbarians Wizard Dark Prince Electro Wizard
The Log
Barbarians Dark Prince
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Baby Dragon Dark Prince Balloon Electro Wizard Inferno Dragon
Fireball
Barbarians Wizard Baby Dragon Balloon Electro Wizard Inferno Dragon
Poison
Barbarians Wizard Balloon Electro Wizard
Lightning
Wizard Baby Dragon Dark Prince Balloon Electro Wizard Inferno Dragon
Rocket
Barbarians Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Dark Prince 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.

Baby Dragon Dark Prince Inferno Dragon 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 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.

Baby Dragon Dark Prince Electro Wizard Inferno Dragon Barbarians Wizard Balloon Mega Knight

Shortest cycle

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

16 Baby Dragon Dark Prince Electro Wizard Inferno Dragon

Attack Synergies 1 14

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
Balloon
Wizard
Dark Prince Balloon Mega Knight
Baby Dragon
Dark Prince Balloon Electro Wizard Inferno Dragon Mega Knight
Dark Prince
Wizard Baby Dragon Balloon Electro Wizard
Balloon
Barbarians Wizard Baby Dragon Dark Prince Electro Wizard Mega Knight
Electro Wizard
Baby Dragon Dark Prince Balloon Mega Knight
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Wizard Baby Dragon Balloon Electro Wizard

Defense Synergies 0 10

Barbarians
Wizard
Dark Prince Electro Wizard Mega Knight
Baby Dragon
Dark Prince Inferno Dragon Mega Knight
Dark Prince
Wizard Baby Dragon Electro Wizard
Balloon
Electro Wizard
Wizard Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Baby Dragon Electro Wizard Mega Knight
Mega Knight
Wizard Baby Dragon Electro Wizard Inferno Dragon

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.

Wizard Baby Dragon Electro Wizard
Barbarians Inferno Dragon Dark Prince Electro Wizard Mega Knight
Barbarians Mega Knight Dark Prince Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Dark Prince Electro Wizard Mega Knight
Barbarians Dark Prince Mega Knight
Baby Dragon Dark Prince Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Wizard Baby Dragon
Barbarians Baby Dragon Electro Wizard Mega Knight
Barbarians Inferno Dragon
Barbarians Dark Prince Electro Wizard Mega Knight
Barbarians Electro Wizard Wizard Baby Dragon Dark Prince Mega Knight
Inferno Dragon Wizard Baby Dragon Electro Wizard
Barbarians Mega Knight Wizard Dark Prince Electro Wizard
Wizard Mega Knight Barbarians Baby Dragon Dark Prince Electro Wizard
Barbarians Inferno Dragon Electro Wizard Mega Knight
Barbarians Electro Wizard Inferno Dragon Mega Knight
Barbarians Wizard Mega Knight Dark Prince Electro Wizard
Mega Knight Barbarians Wizard Baby Dragon Dark Prince Electro Wizard
Wizard Baby Dragon Barbarians Dark Prince Electro Wizard Inferno Dragon Mega Knight
Barbarians Electro Wizard Inferno Dragon
Wizard Dark Prince Mega Knight Barbarians Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Barbarians Mega Knight Dark Prince Electro Wizard
Electro Wizard Wizard Baby Dragon Inferno Dragon Mega Knight
Barbarians Mega Knight Dark Prince Electro Wizard
Dark Prince Mega Knight Barbarians Electro Wizard
Barbarians Dark Prince Inferno Dragon Mega Knight
Wizard Baby Dragon Electro Wizard
Dark Prince Barbarians Electro Wizard
Mega Knight Barbarians Dark Prince Inferno Dragon
Electro Wizard Mega Knight Barbarians Baby Dragon Dark Prince Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Mega Knight Barbarians Dark Prince
Mega Knight Barbarians Dark Prince Electro Wizard
Barbarians Dark Prince Mega Knight Wizard
Wizard Barbarians Baby Dragon Mega Knight
Barbarians Electro Wizard Baby Dragon Dark Prince Inferno Dragon
Mega Knight Barbarians Wizard Baby Dragon Dark Prince Electro Wizard Inferno Dragon
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.)

Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Barbarians Dark Prince
Wizard Baby Dragon Dark Prince Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Electro Wizard
Wizard Dark Prince Electro Wizard
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Dark Prince Electro Wizard Mega Knight
Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Wizard
Barbarians Baby Dragon
Wizard Baby Dragon Dark Prince Mega Knight
Inferno Dragon
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Mega Knight
Baby Dragon
Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Wizard Mega Knight
Electro Wizard
Mega Knight
Wizard
Electro Wizard Barbarians Dark Prince
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Dark Prince Electro Wizard Mega Knight
Wizard Baby Dragon
Dark Prince Mega Knight
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Dark Prince Electro Wizard Mega Knight
Inferno Dragon
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: