My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!
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.

Wizard Ram Rider

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 Dark Prince Balloon Ram Rider Lava Hound Monk

Offensive cards

Win conditions

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

Goblin Barrel Balloon Ram Rider Lava Hound

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

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

Goblin Barrel Dark Prince Balloon Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Dark Prince Balloon Ram Rider Lava Hound

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.

Goblin Barrel Dark Prince Balloon Ram Rider 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
Goblin Barrel Dark Prince Balloon Ram Rider Lava Hound
Giant Snowball
Goblin Barrel Balloon Ram Rider Lava Hound
Zap
Goblin Barrel Dark Prince Balloon Ram Rider Lava Hound
Barbarian Barrel
Wizard Goblin Barrel Dark Prince
The Log
Goblin Barrel Dark Prince Ram Rider
Earthquake
Goblin Barrel
Arrows
Goblin Barrel Lava Hound
Royal Delivery
Wizard Goblin Barrel Dark Prince Balloon Ram Rider Lava Hound
Fireball
Wizard Goblin Barrel Balloon Ram Rider Lava Hound
Poison
Wizard Balloon Lava Hound
Lightning
Wizard Dark Prince Balloon Ram Rider Monk
Rocket
Wizard Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Dark Prince

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.

Dark Prince

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.

Fireball Goblin Barrel

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.

Fireball Wizard Goblin Barrel Lava Hound

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.

Goblin Barrel Fireball Dark Prince Wizard Balloon Ram Rider Monk Lava Hound

Shortest cycle

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

16 Goblin Barrel Fireball Dark Prince Wizard

Attack Synergies 3 10

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.

Fireball
Lava Hound Dark Prince Ram Rider
Wizard
Dark Prince Balloon Ram Rider
Goblin Barrel
Dark Prince Balloon Ram Rider Lava Hound
Dark Prince
Goblin Barrel Fireball Wizard Balloon Ram Rider
Balloon
Lava Hound Wizard Goblin Barrel Dark Prince
Ram Rider
Fireball Wizard Goblin Barrel Dark Prince
Lava Hound
Fireball Balloon Goblin Barrel
Monk

Defense Synergies 0 3

Fireball
Dark Prince Ram Rider
Wizard
Dark Prince
Goblin Barrel
Dark Prince
Fireball Wizard
Balloon
Ram Rider
Fireball
Lava Hound
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.

Fireball Wizard Ram Rider
Dark Prince Ram Rider Monk
Ram Rider Dark Prince
Dark Prince Ram Rider Monk
Fireball Dark Prince Monk
Fireball Dark Prince
Ram Rider Fireball Wizard
Fireball Ram Rider Monk
Dark Prince
Fireball Wizard Dark Prince Ram Rider
Fireball Wizard Ram Rider
Fireball Wizard Dark Prince Ram Rider
Fireball Wizard Dark Prince
Ram Rider
Monk Fireball Ram Rider
Wizard Fireball Dark Prince
Fireball Wizard Dark Prince Ram Rider
Wizard Fireball Dark Prince Ram Rider
Ram Rider
Wizard Dark Prince Fireball

Counters to secondary win conditions

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

Fireball Dark Prince
Fireball Wizard Monk
Dark Prince Ram Rider
Dark Prince Fireball Ram Rider Monk
Dark Prince Ram Rider
Fireball Wizard Ram Rider Monk
Dark Prince Fireball Ram Rider
Dark Prince
Fireball Dark Prince Monk
Dark Prince
Monk Fireball Dark Prince
Dark Prince Fireball Wizard Ram Rider
Wizard Fireball
Fireball Dark Prince Monk
Fireball Wizard Dark Prince
Fireball

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.)

Fireball Monk
Fireball Monk Ram Rider
Fireball
Fireball Dark Prince
Fireball Wizard Dark Prince
Fireball Wizard Ram Rider Monk
Wizard
Fireball Wizard Ram Rider
Fireball Monk Wizard Ram Rider
Fireball
Monk Fireball Wizard Dark Prince Ram Rider
Fireball Monk Wizard
Fireball
Fireball Monk
Fireball
Fireball Wizard
Fireball Wizard
Monk Fireball
Fireball Wizard Dark Prince Monk
Fireball Wizard Monk
Fireball Monk
Fireball Wizard
Monk
Fireball Monk
Fireball Wizard Dark Prince
Fireball Wizard Ram Rider Monk
Fireball Wizard Ram Rider Monk
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Monk
Fireball Wizard Monk
Fireball Dark Prince
Fireball Wizard Ram Rider Monk
Fireball
Fireball Wizard Dark Prince
Fireball Wizard
Monk Fireball
Dark Prince
Fireball
Fireball
Fireball Dark Prince Monk
Fireball Wizard Monk

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