My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Wizard

Defensive buildings

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

Cannon 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.

Wizard Dark Prince Royal Ghost Mega Knight

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.

Elite Barbarians Dark Prince Royal Ghost 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.

Elite Barbarians Dark Prince Royal Ghost 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.

Elite Barbarians Dark Prince Royal Ghost

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
Elite Barbarians Guards Dark Prince
Giant Snowball
Cannon Guards
Zap
Cannon Inferno Tower Guards Dark Prince
Barbarian Barrel
Cannon Elite Barbarians Inferno Tower Wizard Guards Dark Prince Royal Ghost
The Log
Cannon Elite Barbarians Guards Dark Prince
Earthquake
Cannon Inferno Tower Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Wizard Guards Dark Prince Royal Ghost
Fireball
Cannon Elite Barbarians Inferno Tower Wizard
Poison
Cannon Inferno Tower Wizard Guards
Lightning
Cannon Elite Barbarians Inferno Tower Wizard Dark Prince
Rocket
Elite Barbarians Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Royal Ghost 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.

Inferno Tower Guards Dark Prince Royal Ghost Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Cannon Guards Royal Ghost Dark Prince Inferno Tower Wizard Elite Barbarians Mega Knight

Shortest cycle

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

13 Cannon Guards Royal Ghost Dark Prince

Attack Synergies 0 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.

Cannon
Elite Barbarians
Wizard Royal Ghost Mega Knight
Inferno Tower
Wizard
Elite Barbarians Dark Prince Royal Ghost Mega Knight
Guards
Dark Prince
Wizard Royal Ghost
Royal Ghost
Elite Barbarians Wizard Dark Prince Mega Knight
Mega Knight
Elite Barbarians Wizard Royal Ghost

Defense Synergies 2 16

Cannon
Inferno Tower Wizard Guards Dark Prince Royal Ghost
Elite Barbarians
Dark Prince Wizard Mega Knight
Inferno Tower
Guards Cannon Dark Prince Royal Ghost Mega Knight
Wizard
Cannon Elite Barbarians Guards Dark Prince Royal Ghost Mega Knight
Guards
Inferno Tower Cannon Wizard
Dark Prince
Elite Barbarians Cannon Inferno Tower Wizard Royal Ghost
Royal Ghost
Cannon Inferno Tower Wizard Dark Prince Mega Knight
Mega Knight
Elite Barbarians Inferno Tower Wizard Royal Ghost

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.

Cannon Inferno Tower Wizard
Elite Barbarians Inferno Tower Cannon Dark Prince Mega Knight
Cannon Inferno Tower Mega Knight Elite Barbarians Dark Prince
Cannon Elite Barbarians Inferno Tower Guards Dark Prince Mega Knight
Elite Barbarians Dark Prince Mega Knight
Cannon Guards Dark Prince Royal Ghost Mega Knight
Inferno Tower Cannon Wizard
Cannon Inferno Tower Mega Knight
Cannon Inferno Tower Elite Barbarians
Elite Barbarians Guards Cannon Inferno Tower Dark Prince Royal Ghost Mega Knight
Guards Cannon Wizard Dark Prince Royal Ghost Mega Knight
Inferno Tower Wizard
Cannon Inferno Tower Mega Knight Elite Barbarians Wizard Guards Dark Prince
Wizard Mega Knight Cannon Guards Dark Prince Royal Ghost
Elite Barbarians Inferno Tower Cannon Mega Knight
Inferno Tower Cannon Elite Barbarians Mega Knight
Wizard Mega Knight Cannon Elite Barbarians Inferno Tower Dark Prince
Cannon Mega Knight Elite Barbarians Wizard Guards Dark Prince Royal Ghost
Wizard Cannon Guards Dark Prince Royal Ghost Mega Knight
Cannon Elite Barbarians Inferno Tower
Wizard Dark Prince Royal Ghost Mega Knight Cannon Elite Barbarians Guards

Counters to secondary win conditions

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

Guards Mega Knight Elite Barbarians Inferno Tower Dark Prince Royal Ghost
Elite Barbarians Wizard Royal Ghost Mega Knight
Guards Mega Knight Elite Barbarians Inferno Tower Dark Prince
Guards Dark Prince Mega Knight Elite Barbarians Inferno Tower
Inferno Tower Cannon Elite Barbarians Guards Dark Prince Mega Knight
Wizard
Guards Dark Prince Elite Barbarians Inferno Tower
Inferno Tower Mega Knight Elite Barbarians Dark Prince
Mega Knight Elite Barbarians Inferno Tower Dark Prince
Inferno Tower Cannon Guards
Mega Knight Elite Barbarians Inferno Tower Guards Dark Prince
Mega Knight Elite Barbarians Guards Dark Prince
Elite Barbarians Dark Prince Mega Knight Cannon Inferno Tower Wizard Guards
Wizard Cannon Mega Knight
Elite Barbarians Inferno Tower Guards Dark Prince
Mega Knight Cannon Elite Barbarians Inferno Tower Wizard Dark Prince Royal Ghost
Cannon Inferno Tower

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 Royal Ghost
Royal Ghost
Guards Dark Prince
Wizard Dark Prince Mega Knight
Wizard
Wizard
Wizard
Wizard
Elite Barbarians Guards
Wizard Dark Prince
Wizard
Elite Barbarians
Elite Barbarians
Wizard
Wizard Mega Knight
Wizard Dark Prince Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Wizard Dark Prince Mega Knight
Wizard Royal Ghost
Wizard Mega Knight
Elite Barbarians Wizard
Wizard Guards
Elite Barbarians
Wizard Mega Knight
Mega Knight
Wizard
Guards Dark Prince
Wizard
Wizard Dark Prince Mega Knight
Wizard
Elite Barbarians Dark Prince Mega Knight
Elite Barbarians Guards
Dark Prince Royal Ghost Mega Knight
Wizard Mega Knight

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