My Best Clash Royale Deck

Deck Check Rating

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

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 anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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 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!
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.

Tesla Dart Goblin Witch Inferno Dragon Little Prince

Defensive buildings

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

Cannon Tesla

Investments

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

Knight Tesla Witch Inferno Dragon Little Prince

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.

Rage

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 Dart Goblin

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
Inferno Dragon
Giant Snowball
Cannon Dart Goblin Witch Inferno Dragon Little Prince
Zap
Cannon Dart Goblin Witch Inferno Dragon Little Prince
Barbarian Barrel
Knight Cannon Tesla Dart Goblin Witch Little Prince
The Log
Cannon Dart Goblin Witch Little Prince
Earthquake
Cannon Tesla Witch
Arrows
Dart Goblin Witch Little Prince
Royal Delivery
Knight Dart Goblin Witch Inferno Dragon Little Prince
Fireball
Cannon Tesla Dart Goblin Witch Inferno Dragon Little Prince
Poison
Cannon Dart Goblin Witch Little Prince
Lightning
Knight Cannon Tesla Witch Inferno Dragon Little Prince
Rocket
Witch Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Rage Inferno Dragon

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.

Dart Goblin 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Cannon Dart Goblin Little Prince Tesla Inferno Dragon Witch

Shortest cycle

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

11 Rage Knight Cannon Dart Goblin

Attack Synergies 2 2

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
Dart Goblin Witch Little Prince
Cannon
Tesla
Dart Goblin
Knight
Rage
Witch
Witch
Rage Knight
Inferno Dragon
Little Prince
Knight

Defense Synergies 4 9

Knight
Cannon Tesla Dart Goblin Little Prince Witch
Cannon
Knight Dart Goblin Witch Inferno Dragon Little Prince
Tesla
Knight Dart Goblin Inferno Dragon Little Prince
Dart Goblin
Knight Cannon Tesla Inferno Dragon
Rage
Witch
Knight Cannon
Inferno Dragon
Cannon Tesla Dart Goblin
Little Prince
Knight Cannon Tesla

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 Tesla Dart Goblin
Inferno Dragon Knight Cannon Tesla Dart Goblin Witch
Cannon Tesla Witch Knight Dart Goblin Inferno Dragon
Cannon Tesla Witch Inferno Dragon Knight Dart Goblin
Cannon Tesla Dart Goblin
Tesla Dart Goblin Inferno Dragon Cannon Witch Little Prince
Cannon Tesla Dart Goblin
Cannon Tesla Witch Inferno Dragon
Knight Cannon Tesla Dart Goblin Little Prince
Dart Goblin Witch Knight Cannon Tesla
Tesla Inferno Dragon Dart Goblin Witch
Cannon Tesla Knight Witch
Cannon Tesla Dart Goblin Witch
Inferno Dragon Knight Cannon Tesla
Cannon Tesla Inferno Dragon
Tesla Knight Cannon Witch
Cannon Tesla Knight Dart Goblin Witch Little Prince
Witch Knight Cannon Tesla Dart Goblin Inferno Dragon Little Prince
Cannon Tesla Dart Goblin Inferno Dragon
Knight Cannon Tesla Dart Goblin Witch Little Prince

Counters to secondary win conditions

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

Knight Tesla Witch
Knight Tesla Inferno Dragon
Knight Witch
Knight Tesla
Knight Cannon Tesla Witch Inferno Dragon
Tesla Dart Goblin Witch
Knight Tesla Dart Goblin Witch
Knight Tesla Inferno Dragon
Knight Witch Inferno Dragon
Witch Cannon Tesla Dart Goblin Inferno Dragon
Inferno Dragon Knight Tesla Dart Goblin Witch
Knight Cannon Tesla Witch
Cannon Tesla Dart Goblin Witch
Tesla Witch Knight Dart Goblin Inferno Dragon Little Prince
Cannon Tesla Dart Goblin Witch Inferno Dragon
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 Dart Goblin
Dart Goblin
Dart Goblin
Knight Dart Goblin
Dart Goblin Witch
Dart Goblin Witch
Dart Goblin
Dart Goblin
Knight Dart Goblin
Dart Goblin
Knight Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Witch
Dart Goblin
Dart Goblin
Dart Goblin Witch Little Prince
Witch Little Prince
Witch Inferno Dragon
Dart Goblin Witch
Witch
Dart Goblin
Dart Goblin Witch Little Prince
Dart Goblin Witch
Dart Goblin
Dart Goblin Witch
Dart Goblin Witch
Knight Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin Witch
Dart Goblin Witch
Dart Goblin Witch Little Prince

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