My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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.

Archers Wizard

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.

Skeletons Archers Wizard Fisherman Mega Knight Golden 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.

Elite Barbarians Mega Knight Golden 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.

Elite Barbarians 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.

Elite Barbarians Golden Knight

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
Skeletons Archers Elite Barbarians Guards Fisherman
Giant Snowball
Skeletons Archers Guards Fisherman
Zap
Skeletons Archers Guards Fisherman
Barbarian Barrel
Skeletons Archers Elite Barbarians Wizard Guards
The Log
Skeletons Archers Elite Barbarians Guards Fisherman
Earthquake
Skeletons Archers Guards
Arrows
Skeletons Archers Guards
Royal Delivery
Skeletons Archers Elite Barbarians Wizard Guards Fisherman
Fireball
Archers Elite Barbarians Wizard Fisherman
Poison
Archers Wizard Guards Fisherman
Lightning
Elite Barbarians Wizard Fisherman
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Guards Mega Knight

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.

Elite Barbarians

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Guards Fisherman Golden Knight Wizard Elite Barbarians Mega Knight

Shortest cycle

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

10 Skeletons Archers Guards Fisherman

Attack Synergies 0 8

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.

Skeletons
Archers
Elite Barbarians Fisherman Mega Knight
Elite Barbarians
Archers Wizard Mega Knight Golden Knight
Wizard
Elite Barbarians Mega Knight
Guards
Fisherman
Archers Mega Knight
Mega Knight
Archers Elite Barbarians Wizard Fisherman
Golden Knight
Elite Barbarians

Defense Synergies 2 14

Skeletons
Fisherman Archers Elite Barbarians Wizard
Archers
Skeletons Guards Fisherman Mega Knight Golden Knight
Elite Barbarians
Skeletons Wizard Mega Knight Golden Knight
Wizard
Skeletons Elite Barbarians Guards Mega Knight Golden Knight
Guards
Fisherman Archers Wizard
Fisherman
Skeletons Guards Archers Mega Knight
Mega Knight
Archers Elite Barbarians Wizard Fisherman
Golden Knight
Archers Elite Barbarians 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.

Wizard Golden Knight
Elite Barbarians Skeletons Fisherman Mega Knight
Fisherman Mega Knight Skeletons Archers Elite Barbarians
Elite Barbarians Skeletons Guards Fisherman Mega Knight
Elite Barbarians Mega Knight
Skeletons Archers Guards Mega Knight
Archers Wizard
Mega Knight Golden Knight
Skeletons Elite Barbarians Fisherman
Elite Barbarians Guards Skeletons Archers Fisherman Mega Knight
Archers Guards Skeletons Wizard Fisherman Mega Knight
Archers Wizard
Mega Knight Skeletons Elite Barbarians Wizard Guards
Wizard Mega Knight Guards Golden Knight
Elite Barbarians Mega Knight
Elite Barbarians Fisherman Mega Knight
Wizard Mega Knight Skeletons Elite Barbarians Fisherman
Mega Knight Archers Elite Barbarians Wizard Guards Fisherman Golden Knight
Wizard Archers Guards Fisherman Mega Knight
Elite Barbarians Fisherman
Wizard Mega Knight Archers Elite Barbarians Guards Fisherman

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Archers Elite Barbarians Fisherman
Archers Elite Barbarians Wizard Fisherman Mega Knight
Guards Mega Knight Skeletons Elite Barbarians Fisherman Golden Knight
Guards Mega Knight Elite Barbarians Fisherman
Skeletons Elite Barbarians Guards Fisherman Mega Knight
Wizard Skeletons Archers
Guards Skeletons Archers Elite Barbarians
Mega Knight Elite Barbarians Fisherman
Mega Knight Skeletons Elite Barbarians
Skeletons Guards
Mega Knight Elite Barbarians Guards Golden Knight
Mega Knight Elite Barbarians Guards
Elite Barbarians Mega Knight Skeletons Wizard Guards Golden Knight
Wizard Archers Mega Knight
Elite Barbarians Guards Skeletons Archers Fisherman Golden Knight
Mega Knight Archers Elite Barbarians Wizard Golden Knight

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.)

Guards Golden Knight
Fisherman Golden Knight
Guards
Wizard Mega Knight
Wizard
Archers Wizard
Wizard
Wizard Fisherman Golden Knight
Elite Barbarians Guards Fisherman
Wizard Fisherman Golden Knight
Archers Wizard
Elite Barbarians Fisherman Golden Knight
Fisherman
Elite Barbarians Fisherman
Wizard Golden Knight
Wizard Mega Knight
Fisherman
Archers Wizard Fisherman Mega Knight
Wizard Mega Knight Golden Knight
Mega Knight
Wizard
Fisherman
Wizard Mega Knight
Fisherman
Wizard Fisherman Golden Knight
Wizard Fisherman Mega Knight Golden Knight
Fisherman Golden Knight
Elite Barbarians Archers Wizard
Wizard Guards
Elite Barbarians
Wizard Mega Knight
Mega Knight
Wizard
Archers Guards
Archers Wizard
Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Elite Barbarians Guards Golden Knight
Mega Knight Golden Knight
Wizard Mega Knight

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