My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Wizard Baby Dragon Ice Wizard 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.

Royal Giant Wizard Baby Dragon Prince Ice Wizard Royal Ghost Bandit Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

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.

Royal Giant Prince Royal Ghost Bandit

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.

Royal Giant Baby Dragon Prince Royal Ghost 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.

Royal Ghost Bandit 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
Royal Giant Prince Bandit
Giant Snowball
Baby Dragon
Zap
Royal Giant Prince Bandit
Barbarian Barrel
Wizard Ice Wizard Royal Ghost Bandit Magic Archer
The Log
Royal Giant Prince Bandit
Earthquake
Arrows
Royal Delivery
Wizard Baby Dragon Prince Ice Wizard Royal Ghost Bandit Magic Archer
Fireball
Wizard Baby Dragon Ice Wizard Bandit Magic Archer
Poison
Wizard Ice Wizard Magic Archer
Lightning
Wizard Baby Dragon Prince Ice Wizard Bandit Magic Archer
Rocket
Wizard Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Ice Wizard Royal Ghost 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.

Baby Dragon Prince Ice Wizard Royal Ghost

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.

Royal Giant

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 Ice 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.

Ice Wizard Royal Ghost Bandit Baby Dragon Magic Archer Wizard Prince Royal Giant

Shortest cycle

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

13 Ice Wizard Royal Ghost Bandit Baby Dragon

Attack Synergies 1 18

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.

Royal Giant
Ice Wizard Wizard Baby Dragon Royal Ghost Bandit Magic Archer
Wizard
Royal Giant Prince Royal Ghost Bandit
Baby Dragon
Royal Giant Prince Ice Wizard Bandit
Prince
Wizard Baby Dragon Ice Wizard Royal Ghost Magic Archer
Ice Wizard
Royal Giant Baby Dragon Prince Bandit
Royal Ghost
Royal Giant Wizard Prince Bandit Magic Archer
Bandit
Royal Giant Wizard Baby Dragon Ice Wizard Royal Ghost Magic Archer
Magic Archer
Royal Giant Prince Royal Ghost Bandit

Defense Synergies 1 10

Royal Giant
Wizard
Prince Ice Wizard Royal Ghost Bandit
Baby Dragon
Ice Wizard Prince Bandit
Prince
Wizard Baby Dragon Ice Wizard Magic Archer
Ice Wizard
Baby Dragon Wizard Prince Bandit
Royal Ghost
Wizard
Bandit
Wizard Baby Dragon Ice Wizard Magic Archer
Magic Archer
Prince Bandit

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 Baby Dragon Magic Archer
Prince Ice Wizard Bandit
Prince Ice Wizard Bandit
Prince Ice Wizard Bandit
Prince
Baby Dragon Ice Wizard Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Baby Dragon Bandit Magic Archer
Prince Ice Wizard
Prince Ice Wizard Royal Ghost Bandit
Ice Wizard Wizard Baby Dragon Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Prince Wizard Ice Wizard Bandit
Wizard Baby Dragon Prince Royal Ghost Magic Archer
Prince Bandit
Prince Bandit
Wizard Prince
Wizard Baby Dragon Prince Ice Wizard Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Ice Wizard Royal Ghost Bandit Magic Archer
Prince
Wizard Royal Ghost Baby Dragon Prince Bandit

Counters to secondary win conditions

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

Prince Royal Ghost Bandit
Bandit Wizard Baby Dragon Prince Royal Ghost Magic Archer
Bandit Prince
Prince Bandit
Prince Bandit
Wizard Baby Dragon Ice Wizard Magic Archer
Prince Ice Wizard Bandit
Prince
Baby Dragon Prince Bandit Magic Archer
Prince
Prince
Prince Wizard Bandit
Wizard Baby Dragon Magic Archer
Baby Dragon Prince Magic Archer
Wizard Baby Dragon Ice Wizard Royal Ghost 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.)

Magic Archer Baby Dragon Royal Ghost Bandit
Baby Dragon Ice Wizard Royal Ghost Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Prince
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Wizard Bandit
Prince
Wizard Prince Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Baby Dragon Prince Magic Archer
Wizard Baby Dragon Bandit Magic Archer
Magic Archer Wizard Baby Dragon Bandit
Wizard Baby Dragon Prince Bandit Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Prince Magic Archer
Wizard
Prince
Baby Dragon
Wizard Baby Dragon Ice Wizard Magic Archer
Wizard Baby Dragon Ice Wizard Royal Ghost Bandit Magic Archer
Wizard Baby Dragon Prince Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Wizard
Wizard Bandit Magic Archer
Magic Archer
Prince
Wizard Magic Archer
Prince Bandit Magic Archer
Wizard Baby Dragon Ice Wizard Magic Archer
Wizard Baby Dragon Prince Magic Archer
Wizard Baby Dragon Magic Archer
Prince
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Prince Royal Ghost Bandit Magic Archer

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