My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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.

Wizard Baby Dragon Magic Archer

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 Knight Wizard Baby Dragon Prince 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.

Prince

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 Barbarians Baby Dragon Prince 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.

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
Skeletons Prince
Giant Snowball
Skeletons Barbarians Baby Dragon
Zap
Skeletons Prince
Barbarian Barrel
Skeletons Knight Barbarians Wizard Magic Archer
The Log
Skeletons Barbarians Prince
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Knight Barbarians Wizard Baby Dragon Prince Magic Archer
Fireball
Barbarians Wizard Baby Dragon Magic Archer
Poison
Barbarians Wizard Magic Archer
Lightning
Knight Wizard Baby Dragon Prince Magic Archer
Rocket
Barbarians Wizard Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon Magic Archer

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 Prince

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

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 Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Knight Fireball Baby Dragon Magic Archer Barbarians Wizard Prince

Shortest cycle

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

12 Skeletons Knight Fireball Baby Dragon

Attack Synergies 1 9

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
Knight
Baby Dragon Fireball Wizard Prince Magic Archer
Barbarians
Fireball
Knight Baby Dragon Magic Archer
Wizard
Knight Prince
Baby Dragon
Knight Fireball Prince
Prince
Knight Wizard Baby Dragon Magic Archer
Magic Archer
Knight Fireball Prince

Defense Synergies 1 11

Skeletons
Knight Wizard Baby Dragon Prince Magic Archer
Knight
Magic Archer Skeletons Fireball Wizard Baby Dragon
Barbarians
Fireball
Knight
Wizard
Skeletons Knight Prince
Baby Dragon
Skeletons Knight Prince
Prince
Skeletons Wizard Baby Dragon Magic Archer
Magic Archer
Knight Skeletons Prince

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 Wizard Baby Dragon Magic Archer
Barbarians Skeletons Knight Prince
Barbarians Prince Skeletons Knight
Barbarians Prince Skeletons Knight
Barbarians Fireball Prince
Fireball Skeletons Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Barbarians Fireball Baby Dragon Magic Archer
Barbarians Skeletons Prince
Knight Skeletons Barbarians Prince
Barbarians Skeletons Knight Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Barbarians Prince Skeletons Knight Fireball Wizard
Fireball Wizard Barbarians Baby Dragon Prince Magic Archer
Barbarians Knight Prince
Barbarians Fireball Prince
Barbarians Wizard Skeletons Knight Fireball Prince
Fireball Knight Barbarians Wizard Baby Dragon Prince Magic Archer
Wizard Baby Dragon Knight Barbarians Fireball Magic Archer
Barbarians Prince
Wizard Knight Barbarians Fireball Baby Dragon Prince

Counters to secondary win conditions

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

Knight Barbarians Skeletons Fireball Prince
Fireball Knight Wizard Baby Dragon Prince Magic Archer
Barbarians Skeletons Knight Prince
Prince Knight Barbarians Fireball
Barbarians Skeletons Knight Prince
Fireball Wizard Skeletons Baby Dragon Magic Archer
Prince Skeletons Knight Barbarians Fireball
Knight Barbarians Prince
Skeletons Knight Barbarians Fireball Baby Dragon Prince Magic Archer
Skeletons Barbarians
Knight Barbarians Prince
Barbarians Fireball Prince
Barbarians Prince Skeletons Knight Fireball Wizard
Wizard Barbarians Fireball Baby Dragon Magic Archer
Barbarians Skeletons Knight Fireball Baby Dragon Prince Magic Archer
Barbarians Fireball Wizard Baby Dragon Magic Archer
Fireball

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 Magic Archer Knight Baby Dragon
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Knight Barbarians Fireball Prince
Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard
Fireball Prince
Knight Fireball Wizard Prince Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Knight Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Prince Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Magic Archer Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon Prince Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball Baby Dragon Prince Magic Archer
Fireball Wizard
Prince
Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Prince Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball Wizard
Fireball
Fireball Wizard Magic Archer
Fireball Magic Archer
Prince
Fireball Wizard Magic Archer
Barbarians Fireball Prince Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball
Fireball Knight Wizard Baby Dragon Prince Magic Archer
Fireball Wizard Baby Dragon Magic Archer
Fireball
Prince
Fireball Baby Dragon Magic Archer
Fireball Magic Archer
Fireball Baby Dragon Prince Magic Archer
Prince
Fireball Wizard

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