My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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 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.

Firecracker Goblin Hut Wizard Witch

Defensive buildings

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

Goblin Hut

Investments

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

Firecracker Goblin Hut Wizard Witch 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.

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.

Barbarians 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.

Firecracker 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
Prince
Giant Snowball
Barbarians Goblin Hut Witch
Zap
Firecracker Goblin Hut Witch Prince
Barbarian Barrel
Firecracker Barbarians Goblin Hut Wizard Witch Royal Ghost
The Log
Firecracker Barbarians Goblin Hut Witch Prince
Earthquake
Firecracker Barbarians Goblin Hut Witch
Arrows
Firecracker Goblin Hut Witch
Royal Delivery
Firecracker Barbarians Goblin Hut Wizard Witch Prince Royal Ghost
Fireball
Firecracker Barbarians Goblin Hut Wizard Witch
Poison
Firecracker Barbarians Goblin Hut Wizard Witch
Lightning
Goblin Hut Wizard Witch Prince
Rocket
Barbarians Goblin Hut Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

Prince Royal Ghost 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 Witch

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.

Firecracker Royal Ghost Barbarians Goblin Hut Wizard Witch Prince Mega Knight

Shortest cycle

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

16 Firecracker Royal Ghost Barbarians Goblin Hut

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.

Firecracker
Goblin Hut Prince Mega Knight
Barbarians
Goblin Hut
Firecracker Prince Royal Ghost Mega Knight
Wizard
Prince Royal Ghost Mega Knight
Witch
Prince Royal Ghost Mega Knight
Prince
Mega Knight Firecracker Goblin Hut Wizard Witch Royal Ghost
Royal Ghost
Goblin Hut Wizard Witch Prince Mega Knight
Mega Knight
Prince Firecracker Goblin Hut Wizard Witch Royal Ghost

Defense Synergies 0 12

Firecracker
Goblin Hut Prince Mega Knight
Barbarians
Goblin Hut
Firecracker Wizard Royal Ghost
Wizard
Goblin Hut Prince Royal Ghost Mega Knight
Witch
Prince Royal Ghost Mega Knight
Prince
Firecracker Wizard Witch
Royal Ghost
Goblin Hut Wizard Witch Mega Knight
Mega Knight
Firecracker Wizard Witch 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.

Firecracker Goblin Hut Wizard
Barbarians Firecracker Goblin Hut Witch Prince Mega Knight
Barbarians Goblin Hut Witch Prince Mega Knight
Barbarians Goblin Hut Witch Prince Firecracker Mega Knight
Firecracker Barbarians Prince Mega Knight
Firecracker Royal Ghost Mega Knight
Firecracker Goblin Hut Wizard Witch
Barbarians Mega Knight
Barbarians Witch Goblin Hut Prince
Firecracker Barbarians Prince Royal Ghost Mega Knight
Barbarians Witch Firecracker Goblin Hut Wizard Royal Ghost Mega Knight
Firecracker Goblin Hut Wizard Witch
Barbarians Goblin Hut Prince Mega Knight Wizard Witch
Wizard Mega Knight Firecracker Barbarians Goblin Hut Witch Prince Royal Ghost
Barbarians Goblin Hut Prince Mega Knight
Barbarians Goblin Hut Prince Mega Knight
Barbarians Wizard Mega Knight Firecracker Goblin Hut Witch Prince
Mega Knight Firecracker Barbarians Goblin Hut Wizard Witch Prince Royal Ghost
Wizard Witch Firecracker Barbarians Goblin Hut Royal Ghost Mega Knight
Barbarians Goblin Hut Prince
Wizard Royal Ghost Mega Knight Firecracker Barbarians Witch Prince

Counters to secondary win conditions

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

Barbarians Mega Knight Goblin Hut Witch Prince Royal Ghost
Firecracker Wizard Prince Royal Ghost Mega Knight
Barbarians Mega Knight Goblin Hut Witch Prince
Prince Mega Knight Barbarians
Barbarians Goblin Hut Witch Prince Mega Knight
Firecracker Wizard Goblin Hut Witch
Prince Barbarians Goblin Hut Witch
Mega Knight Barbarians Prince
Mega Knight Firecracker Barbarians Goblin Hut Witch Prince
Witch Barbarians Goblin Hut
Mega Knight Barbarians Goblin Hut Witch Prince
Mega Knight Barbarians Prince
Barbarians Prince Mega Knight Wizard Witch
Wizard Firecracker Barbarians Witch Mega Knight
Barbarians Goblin Hut Witch Firecracker Prince
Mega Knight Firecracker Barbarians Goblin Hut Wizard Witch Royal Ghost
Goblin Hut

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.)

Firecracker Royal Ghost
Firecracker Royal Ghost
Goblin Hut
Firecracker Barbarians Prince
Wizard Firecracker Mega Knight
Firecracker Wizard Witch
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard
Prince
Firecracker Wizard Prince
Firecracker Wizard
Firecracker Goblin Hut
Firecracker
Firecracker Goblin Hut Prince
Firecracker Goblin Hut Wizard Witch
Firecracker Goblin Hut Wizard Mega Knight
Firecracker Wizard Prince Mega Knight
Firecracker Wizard Witch Mega Knight
Prince Mega Knight
Wizard
Prince
Barbarians
Firecracker Wizard Witch Mega Knight
Witch
Firecracker Wizard Witch Royal Ghost
Wizard Witch Prince Mega Knight
Firecracker
Firecracker Wizard Witch
Firecracker Goblin Hut Wizard Witch
Wizard Mega Knight
Firecracker
Prince Mega Knight
Firecracker Wizard
Barbarians Goblin Hut Witch Prince
Firecracker Wizard Witch
Firecracker Wizard Prince Mega Knight
Firecracker Wizard
Firecracker Prince Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker Witch Prince Royal Ghost Mega Knight
Prince
Firecracker Wizard Mega Knight

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