My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Tesla Baby Dragon Little Prince

Defensive buildings

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

Tesla

Investments

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

Tesla Baby Dragon Mega Knight 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.

Fireball Rage Void

Punishments

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

Mega Knight

Pump responses

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

Fireball Void

Dropped at the bridge

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

Barbarians Baby Dragon Mega 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
Giant Snowball
Barbarians Baby Dragon Little Prince
Zap
Little Prince
Barbarian Barrel
Tesla Barbarians Little Prince
The Log
Barbarians Little Prince
Earthquake
Tesla Barbarians
Arrows
Little Prince
Royal Delivery
Barbarians Baby Dragon Little Prince
Fireball
Tesla Barbarians Baby Dragon Little Prince
Poison
Barbarians Little Prince
Lightning
Tesla Baby Dragon Little Prince
Rocket
Barbarians Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon 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.

Rage Baby Dragon 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.

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

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.

Rage Void Little Prince Tesla Fireball Baby Dragon Barbarians Mega Knight

Shortest cycle

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

12 Rage Void Little Prince Tesla

Attack Synergies 0 4

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.

Tesla
Barbarians
Fireball
Baby Dragon Mega Knight Little Prince
Rage
Void
Baby Dragon
Fireball Mega Knight
Mega Knight
Fireball Baby Dragon
Little Prince
Fireball

Defense Synergies 0 7

Tesla
Fireball Baby Dragon Little Prince
Barbarians
Fireball
Tesla Mega Knight Little Prince
Rage
Void
Baby Dragon
Tesla Mega Knight Little Prince
Mega Knight
Fireball Baby Dragon
Little Prince
Tesla Fireball Baby Dragon

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.

Tesla Fireball Void Baby Dragon
Barbarians Tesla Mega Knight
Tesla Barbarians Mega Knight Void
Tesla Barbarians Mega Knight
Barbarians Fireball Mega Knight
Fireball Tesla Baby Dragon Mega Knight
Tesla Fireball Void Baby Dragon Little Prince
Tesla Barbarians Fireball Void Baby Dragon Mega Knight
Tesla Barbarians
Tesla Barbarians Mega Knight Little Prince
Barbarians Tesla Fireball Baby Dragon Mega Knight
Tesla Fireball Baby Dragon
Tesla Barbarians Mega Knight Fireball
Fireball Mega Knight Tesla Barbarians Baby Dragon
Barbarians Tesla Mega Knight
Barbarians Tesla Fireball Mega Knight
Tesla Barbarians Mega Knight Fireball
Tesla Fireball Mega Knight Barbarians Baby Dragon Little Prince
Baby Dragon Tesla Barbarians Fireball Mega Knight Little Prince
Barbarians Tesla
Mega Knight Tesla Barbarians Fireball Baby Dragon Little Prince

Counters to secondary win conditions

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

Barbarians Mega Knight Tesla Fireball Void
Fireball Void Tesla Baby Dragon Mega Knight
Barbarians Mega Knight
Mega Knight Tesla Barbarians Fireball
Barbarians Tesla Mega Knight
Fireball Tesla Baby Dragon
Tesla Barbarians Fireball Void
Mega Knight Tesla Barbarians
Void Mega Knight Barbarians Fireball Baby Dragon
Tesla Barbarians
Mega Knight Tesla Barbarians
Mega Knight Barbarians Fireball Void
Barbarians Mega Knight Tesla Fireball
Tesla Barbarians Fireball Baby Dragon Mega Knight
Tesla Barbarians Fireball Baby Dragon Little Prince
Mega Knight Tesla Barbarians Fireball Baby Dragon

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 Void Baby Dragon
Fireball Void Baby Dragon
Fireball Void Baby Dragon
Barbarians Fireball Void
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball Void
Fireball Void
Void Fireball
Fireball Void Baby Dragon
Fireball Void Baby Dragon
Fireball Void Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball
Void Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Mega Knight Little Prince
Fireball Void Baby Dragon Mega Knight
Fireball Void
Void
Barbarians Fireball Void Baby Dragon
Fireball Baby Dragon Mega Knight Little Prince
Fireball Void Baby Dragon
Fireball Void Baby Dragon Mega Knight
Fireball Void Baby Dragon
Fireball Baby Dragon Little Prince
Fireball Void
Fireball Void
Void Fireball Mega Knight
Void Fireball
Mega Knight
Fireball
Barbarians Fireball Void
Fireball Baby Dragon
Fireball
Fireball Void Baby Dragon Mega Knight
Fireball Baby Dragon
Void Fireball
Mega Knight
Fireball Baby Dragon
Fireball Void
Void Fireball Baby Dragon Mega Knight Little Prince

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