My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Princess Electro Wizard Magic Archer

Defensive buildings

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

Goblin Cage

Investments

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

Knight Goblin Cage Princess Bandit Electro Wizard Magic Archer

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.

Fireball

Punishments

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

Princess Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Princess Bandit Magic Archer

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.

Bandit Electro Wizard Magic Archer

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
Skeleton Army Bandit
Giant Snowball
Skeleton Army Princess
Zap
Skeleton Army Princess Bandit
Barbarian Barrel
Knight Goblin Cage Skeleton Army Princess Bandit Electro Wizard Magic Archer
The Log
Goblin Cage Skeleton Army Princess Bandit
Earthquake
Goblin Cage Skeleton Army
Arrows
Skeleton Army Princess
Royal Delivery
Knight Goblin Cage Skeleton Army Princess Bandit Electro Wizard Magic Archer
Fireball
Goblin Cage Skeleton Army Princess Bandit Electro Wizard Magic Archer
Poison
Goblin Cage Skeleton Army Princess Electro Wizard Magic Archer
Lightning
Knight Goblin Cage Bandit Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Princess Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Princess

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 Skeleton Army Princess

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 Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Princess Bandit Fireball Goblin Cage Electro Wizard Magic Archer

Shortest cycle

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

12 Knight Skeleton Army Princess Bandit

Attack Synergies 1 11

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
Princess Fireball Electro Wizard Magic Archer
Fireball
Knight Princess Electro Wizard Magic Archer
Goblin Cage
Bandit Magic Archer
Skeleton Army
Princess
Knight Fireball
Bandit
Goblin Cage Electro Wizard Magic Archer
Electro Wizard
Knight Fireball Bandit Magic Archer
Magic Archer
Knight Fireball Goblin Cage Bandit Electro Wizard

Defense Synergies 3 20

Knight
Princess Electro Wizard Magic Archer Fireball Goblin Cage Skeleton Army
Fireball
Knight Goblin Cage Princess Bandit Electro Wizard
Goblin Cage
Knight Fireball Skeleton Army Princess Bandit Electro Wizard Magic Archer
Skeleton Army
Knight Goblin Cage Princess Bandit Electro Wizard Magic Archer
Princess
Knight Fireball Goblin Cage Skeleton Army Bandit
Bandit
Fireball Goblin Cage Skeleton Army Princess Electro Wizard Magic Archer
Electro Wizard
Knight Fireball Goblin Cage Skeleton Army Bandit Magic Archer
Magic Archer
Knight Goblin Cage Skeleton Army Bandit Electro Wizard

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 Fireball Goblin Cage Electro Wizard Magic Archer
Skeleton Army Knight Goblin Cage Bandit Electro Wizard
Goblin Cage Skeleton Army Knight Bandit Electro Wizard
Goblin Cage Skeleton Army Knight Bandit Electro Wizard
Fireball Goblin Cage Skeleton Army Princess
Fireball Skeleton Army Bandit Electro Wizard Magic Archer
Electro Wizard Fireball Goblin Cage Princess Magic Archer
Fireball Goblin Cage Bandit Electro Wizard Magic Archer
Goblin Cage Skeleton Army Princess
Knight Skeleton Army Bandit Electro Wizard
Skeleton Army Electro Wizard Knight Fireball Princess Bandit Magic Archer
Fireball Princess Electro Wizard Magic Archer
Goblin Cage Skeleton Army Knight Fireball Bandit Electro Wizard
Fireball Skeleton Army Goblin Cage Princess Electro Wizard Magic Archer
Skeleton Army Knight Goblin Cage Bandit Electro Wizard
Skeleton Army Fireball Goblin Cage Bandit Electro Wizard
Knight Fireball Goblin Cage Skeleton Army Electro Wizard
Fireball Goblin Cage Knight Skeleton Army Bandit Electro Wizard Magic Archer
Goblin Cage Knight Fireball Princess Bandit Electro Wizard Magic Archer
Goblin Cage Electro Wizard
Skeleton Army Knight Fireball Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Goblin Cage Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight Magic Archer
Skeleton Army Bandit Knight Goblin Cage Electro Wizard
Skeleton Army Knight Fireball Goblin Cage Bandit Electro Wizard
Knight Goblin Cage Skeleton Army Bandit
Fireball Princess Electro Wizard Magic Archer
Skeleton Army Knight Fireball Goblin Cage Bandit Electro Wizard
Knight Goblin Cage Skeleton Army
Goblin Cage Electro Wizard Knight Fireball Skeleton Army Bandit Magic Archer
Goblin Cage Skeleton Army
Knight Goblin Cage
Skeleton Army Fireball Goblin Cage Electro Wizard
Skeleton Army Knight Fireball Goblin Cage Bandit
Fireball Goblin Cage Skeleton Army Princess Magic Archer
Skeleton Army Electro Wizard Knight Fireball Goblin Cage Magic Archer
Fireball Goblin Cage Princess Electro Wizard Magic Archer

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 Princess Magic Archer Knight Bandit
Fireball Princess Bandit Electro Wizard Magic Archer
Fireball Bandit Magic Archer
Knight Fireball
Fireball Magic Archer
Fireball Princess Magic Archer
Princess Magic Archer
Fireball Princess Magic Archer
Fireball Bandit
Fireball Electro Wizard
Knight Fireball Princess Bandit Electro Wizard Magic Archer
Fireball Princess Magic Archer
Knight Fireball Princess Bandit Magic Archer
Fireball Princess Bandit Magic Archer
Princess Fireball Magic Archer
Fireball Princess Bandit Magic Archer
Magic Archer Fireball Princess Bandit
Fireball
Fireball Princess Bandit Electro Wizard Magic Archer
Fireball Princess Magic Archer
Fireball Magic Archer
Fireball Princess
Fireball
Fireball Princess Magic Archer
Fireball Princess Bandit Electro Wizard Magic Archer
Fireball Princess Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball Princess Electro Wizard Magic Archer
Electro Wizard Fireball
Fireball
Fireball Bandit Magic Archer
Fireball Princess Electro Wizard Magic Archer
Fireball Princess Magic Archer
Electro Wizard Fireball Skeleton Army Princess Bandit Magic Archer
Fireball Princess Electro Wizard Magic Archer
Fireball
Fireball Knight Princess Electro Wizard Magic Archer
Fireball Princess Magic Archer
Fireball
Fireball Princess Electro Wizard Magic Archer
Fireball Princess Electro Wizard Magic Archer
Fireball Princess Bandit Electro Wizard Magic Archer

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