My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Inferno Dragon Mother Witch

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.

Knight Giant Baby Dragon Royal Ghost Inferno Dragon Mother Witch Mighty Miner

Offensive cards

Win conditions

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

Giant

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.

Giant Royal Ghost

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 Barbarians Giant Baby Dragon Royal Ghost Mighty Miner

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.

Royal Ghost Mighty Miner

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
Giant Inferno Dragon Mighty Miner
Giant Snowball
Barbarians Baby Dragon Inferno Dragon Mighty Miner
Zap
Inferno Dragon Mighty Miner
Barbarian Barrel
Knight Barbarians Royal Ghost
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Knight Barbarians Baby Dragon Royal Ghost Inferno Dragon Mother Witch
Fireball
Barbarians Baby Dragon Inferno Dragon Mother Witch Mighty Miner
Poison
Barbarians Mother Witch
Lightning
Knight Baby Dragon Inferno Dragon Mother Witch Mighty Miner
Rocket
Barbarians Inferno Dragon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Royal Ghost

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 Baby Dragon Royal Ghost Inferno Dragon Mother Witch Mighty Miner

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

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.

Knight Royal Ghost Baby Dragon Inferno Dragon Mother Witch Mighty Miner Barbarians Giant

Shortest cycle

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

14 Knight Royal Ghost Baby Dragon Inferno Dragon

Attack Synergies 1 6

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 Mother Witch
Barbarians
Giant
Baby Dragon Royal Ghost Mother Witch
Baby Dragon
Knight Giant Inferno Dragon
Royal Ghost
Giant Mother Witch
Inferno Dragon
Baby Dragon
Mother Witch
Knight Giant Royal Ghost
Mighty Miner

Defense Synergies 0 5

Knight
Baby Dragon Mother Witch
Barbarians
Giant
Baby Dragon
Knight Inferno Dragon Mother Witch
Royal Ghost
Mother Witch
Inferno Dragon
Baby Dragon
Mother Witch
Knight Baby Dragon Royal Ghost
Mighty Miner

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 Baby Dragon
Barbarians Inferno Dragon Knight
Barbarians Knight Inferno Dragon
Barbarians Inferno Dragon Knight
Barbarians
Baby Dragon Royal Ghost Mother Witch
Inferno Dragon Baby Dragon
Barbarians Baby Dragon
Barbarians Inferno Dragon Mighty Miner
Knight Barbarians Royal Ghost
Barbarians Mother Witch Knight Baby Dragon Royal Ghost
Inferno Dragon Baby Dragon
Barbarians Knight
Barbarians Baby Dragon Royal Ghost
Barbarians Inferno Dragon Knight
Barbarians Inferno Dragon
Barbarians Knight
Knight Barbarians Baby Dragon Royal Ghost
Baby Dragon Knight Barbarians Royal Ghost Inferno Dragon Mother Witch
Barbarians Inferno Dragon
Royal Ghost Knight Barbarians Baby Dragon Mother Witch

Counters to secondary win conditions

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

Knight Barbarians Royal Ghost
Knight Baby Dragon Royal Ghost Inferno Dragon
Barbarians Knight
Knight Barbarians
Barbarians Knight Inferno Dragon Mighty Miner
Mother Witch Baby Dragon
Knight Barbarians
Mighty Miner Knight Barbarians Inferno Dragon
Knight Barbarians Baby Dragon Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Knight Barbarians
Barbarians
Barbarians Knight
Barbarians Baby Dragon
Barbarians Knight Baby Dragon Inferno Dragon Mighty Miner
Barbarians Baby Dragon Royal Ghost Inferno Dragon Mother Witch Mighty Miner

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 Baby Dragon Royal Ghost
Baby Dragon Royal Ghost
Baby Dragon
Knight Barbarians
Baby Dragon
Mother Witch Baby Dragon
Baby Dragon
Baby Dragon
Knight
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Mother Witch
Baby Dragon
Barbarians Baby Dragon
Mother Witch Baby Dragon
Inferno Dragon
Baby Dragon Royal Ghost
Baby Dragon
Baby Dragon
Baby Dragon Mother Witch
Mighty Miner
Barbarians
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Royal Ghost
Inferno Dragon

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