My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Firecracker Wizard Inferno Dragon

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.

Archers Knight Firecracker Wizard Inferno Dragon

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.

Zap Rage

Punishments

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

Elite Barbarians

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 Elite Barbarians

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.

Firecracker Elite Barbarians

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
Archers Elite Barbarians Inferno Dragon
Giant Snowball
Archers Inferno Dragon
Zap
Archers Firecracker Inferno Dragon
Barbarian Barrel
Archers Knight Firecracker Elite Barbarians Wizard
The Log
Archers Firecracker Elite Barbarians
Earthquake
Archers Firecracker
Arrows
Archers Firecracker
Royal Delivery
Archers Knight Firecracker Elite Barbarians Wizard Inferno Dragon
Fireball
Archers Firecracker Elite Barbarians Wizard Inferno Dragon
Poison
Archers Firecracker Wizard
Lightning
Knight Elite Barbarians Wizard Inferno Dragon
Rocket
Elite Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Archers Knight Firecracker Inferno Dragon Wizard Elite Barbarians

Shortest cycle

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

10 Zap Rage Archers Knight

Attack Synergies 5 10

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.

Zap
Firecracker Elite Barbarians Archers Knight
Archers
Knight Zap Elite Barbarians Inferno Dragon
Knight
Archers Firecracker Zap Elite Barbarians Wizard
Firecracker
Zap Knight Elite Barbarians Inferno Dragon
Elite Barbarians
Zap Rage Archers Knight Firecracker Wizard
Wizard
Knight Elite Barbarians Rage
Rage
Elite Barbarians Wizard
Inferno Dragon
Archers Firecracker

Defense Synergies 2 8

Zap
Archers Knight Firecracker Elite Barbarians Inferno Dragon
Archers
Knight Zap Firecracker
Knight
Archers Firecracker Zap Wizard
Firecracker
Knight Zap Archers
Elite Barbarians
Zap Wizard
Wizard
Knight Elite Barbarians
Rage
Inferno Dragon
Zap

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.

Zap Knight Firecracker Wizard
Elite Barbarians Inferno Dragon Zap Knight Firecracker
Archers Knight Elite Barbarians Inferno Dragon
Elite Barbarians Inferno Dragon Knight Firecracker
Firecracker Elite Barbarians
Zap Archers Firecracker
Inferno Dragon Zap Archers Firecracker Wizard
Zap
Inferno Dragon Elite Barbarians
Knight Elite Barbarians Archers Firecracker
Archers Zap Knight Firecracker Wizard
Inferno Dragon Zap Archers Firecracker Wizard
Zap Knight Elite Barbarians Wizard
Wizard Zap Firecracker
Elite Barbarians Inferno Dragon Knight
Zap Elite Barbarians Inferno Dragon
Wizard Knight Firecracker Elite Barbarians
Zap Archers Knight Firecracker Elite Barbarians Wizard
Zap Wizard Archers Knight Firecracker Inferno Dragon
Elite Barbarians Inferno Dragon
Wizard Archers Knight Firecracker Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Archers Elite Barbarians
Zap Archers Knight Firecracker Elite Barbarians Wizard Inferno Dragon
Zap Knight Elite Barbarians
Zap Knight Elite Barbarians
Knight Elite Barbarians Inferno Dragon
Firecracker Wizard Zap Archers
Archers Knight Elite Barbarians
Knight Elite Barbarians Inferno Dragon
Zap Knight Firecracker Elite Barbarians Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Wizard
Wizard Archers Firecracker
Elite Barbarians Zap Archers Knight Firecracker Inferno Dragon
Zap Archers Firecracker Elite Barbarians Wizard Inferno Dragon
Zap

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 Firecracker
Firecracker Zap
Knight Firecracker
Wizard Zap Firecracker
Firecracker Wizard Zap
Archers Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Elite Barbarians
Firecracker Zap Knight Wizard
Zap Archers Firecracker Wizard
Knight Firecracker Elite Barbarians
Firecracker
Zap Firecracker Elite Barbarians
Zap Firecracker Wizard
Firecracker Wizard
Zap Archers Firecracker Wizard
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Wizard
Inferno Dragon
Firecracker Zap Wizard
Zap Wizard
Zap Firecracker
Elite Barbarians Zap Archers Firecracker Wizard
Zap Firecracker Wizard
Elite Barbarians
Zap Wizard
Zap Firecracker
Firecracker Wizard
Zap Archers
Zap Archers Firecracker Wizard
Knight Firecracker Wizard
Zap Firecracker Wizard
Zap
Firecracker Elite Barbarians
Zap Firecracker Elite Barbarians
Firecracker Zap
Zap Firecracker
Inferno Dragon
Firecracker Wizard

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