My Best Clash Royale Deck

Deck Check Rating

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

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 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minion Horde Baby Dragon Electro Dragon

Defensive buildings

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

Cannon

Investments

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

Knight Baby Dragon Electro Dragon Giant Skeleton

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

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.

Knight Minion Horde Battle Healer Baby Dragon Giant Skeleton

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.

Electro Dragon Giant Skeleton

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 Guards Giant Skeleton
Giant Snowball
Cannon Minion Horde Guards Baby Dragon Electro Dragon
Zap
Cannon Minion Horde Guards
Barbarian Barrel
Knight Cannon Guards Giant Skeleton
The Log
Cannon Guards Giant Skeleton
Earthquake
Cannon Guards
Arrows
Minion Horde Guards
Royal Delivery
Knight Minion Horde Battle Healer Guards Baby Dragon Electro Dragon Giant Skeleton
Fireball
Cannon Minion Horde Battle Healer Baby Dragon Electro Dragon
Poison
Cannon Minion Horde Battle Healer Guards Electro Dragon
Lightning
Knight Cannon Battle Healer Baby Dragon Electro Dragon
Rocket
Minion Horde Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Dragon

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.

Knight Battle Healer Guards Baby Dragon Giant Skeleton

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.

Minion Horde

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.

Knight Cannon Guards Battle Healer Baby Dragon Minion Horde Electro Dragon Giant Skeleton

Shortest cycle

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

13 Knight Cannon Guards Battle Healer

Attack Synergies 3 8

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.

Knight
Baby Dragon Minion Horde Electro Dragon
Cannon
Minion Horde
Knight Battle Healer Giant Skeleton
Battle Healer
Baby Dragon Electro Dragon Minion Horde Giant Skeleton
Guards
Baby Dragon
Knight Battle Healer Electro Dragon Giant Skeleton
Electro Dragon
Battle Healer Knight Baby Dragon Giant Skeleton
Giant Skeleton
Minion Horde Battle Healer Baby Dragon Electro Dragon

Defense Synergies 4 14

Knight
Cannon Electro Dragon Minion Horde Baby Dragon
Cannon
Knight Battle Healer Guards Baby Dragon Electro Dragon
Minion Horde
Knight Battle Healer
Battle Healer
Baby Dragon Electro Dragon Cannon Minion Horde Giant Skeleton
Guards
Cannon Baby Dragon Electro Dragon Giant Skeleton
Baby Dragon
Battle Healer Knight Cannon Guards Electro Dragon Giant Skeleton
Electro Dragon
Knight Battle Healer Cannon Guards Baby Dragon Giant Skeleton
Giant Skeleton
Battle Healer Guards Baby Dragon Electro 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.

Knight Cannon Minion Horde Baby Dragon Electro Dragon
Minion Horde Knight Cannon Battle Healer Electro Dragon
Cannon Minion Horde Knight Electro Dragon Giant Skeleton
Cannon Minion Horde Knight Guards Electro Dragon
Battle Healer Giant Skeleton
Cannon Guards Baby Dragon Electro Dragon
Minion Horde Cannon Baby Dragon Electro Dragon
Cannon Battle Healer Baby Dragon Electro Dragon Giant Skeleton
Cannon Minion Horde
Knight Guards Cannon Minion Horde Battle Healer Giant Skeleton
Minion Horde Guards Knight Cannon Baby Dragon Electro Dragon Giant Skeleton
Minion Horde Baby Dragon Electro Dragon
Cannon Minion Horde Knight Battle Healer Guards Electro Dragon Giant Skeleton
Cannon Minion Horde Guards Baby Dragon Electro Dragon
Knight Cannon Minion Horde
Minion Horde Cannon
Minion Horde Knight Cannon Electro Dragon
Cannon Knight Minion Horde Battle Healer Guards Baby Dragon Electro Dragon
Baby Dragon Knight Cannon Battle Healer Guards Electro Dragon Giant Skeleton
Cannon
Knight Cannon Minion Horde Battle Healer Guards Baby Dragon Electro Dragon Giant Skeleton
Cannon

Counters to secondary win conditions

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

Knight Guards Battle Healer Giant Skeleton
Knight Battle Healer Baby Dragon Electro Dragon
Guards Giant Skeleton Knight Minion Horde Battle Healer Electro Dragon
Guards Giant Skeleton Knight Minion Horde Battle Healer
Giant Skeleton Knight Cannon Minion Horde Battle Healer Guards
Minion Horde Baby Dragon Electro Dragon
Guards Knight Minion Horde Battle Healer Giant Skeleton
Giant Skeleton Knight Minion Horde Battle Healer
Minion Horde Electro Dragon Giant Skeleton Knight Baby Dragon
Cannon Minion Horde Guards
Knight Minion Horde Guards Electro Dragon Giant Skeleton
Guards Giant Skeleton
Giant Skeleton Knight Cannon Minion Horde Guards
Cannon Minion Horde Baby Dragon Electro Dragon
Guards Electro Dragon Knight Minion Horde Battle Healer Baby Dragon Giant Skeleton
Cannon Minion Horde Battle Healer Baby Dragon Electro Dragon Giant Skeleton
Cannon

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.)

Knight Minion Horde Guards Baby Dragon Electro Dragon Giant Skeleton
Baby Dragon Electro Dragon
Minion Horde Baby Dragon Electro Dragon Giant Skeleton
Knight Guards Giant Skeleton
Minion Horde Baby Dragon
Minion Horde Baby Dragon Electro Dragon
Minion Horde Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon
Minion Horde Guards Electro Dragon
Knight Minion Horde Electro Dragon
Baby Dragon Electro Dragon
Knight Baby Dragon
Minion Horde Baby Dragon Electro Dragon
Baby Dragon
Minion Horde Baby Dragon Electro Dragon
Minion Horde Baby Dragon Electro Dragon
Minion Horde
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Minion Horde Baby Dragon Giant Skeleton
Minion Horde Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Minion Horde
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Minion Horde Baby Dragon Electro Dragon
Electro Dragon Minion Horde Guards
Minion Horde
Minion Horde Electro Dragon
Minion Horde Electro Dragon
Minion Horde Giant Skeleton
Minion Horde Guards Electro Dragon
Baby Dragon Electro Dragon
Knight Minion Horde Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Giant Skeleton
Minion Horde Electro Dragon
Electro Dragon Minion Horde Guards Baby Dragon Giant Skeleton
Electro Dragon
Electro Dragon Baby Dragon Giant Skeleton
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: