My Best Clash Royale Deck

Deck Check Rating

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Bats Zappies Electro Wizard Inferno 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.

Bats Zappies Electro Wizard Inferno Dragon Magic Archer Sparky Mega 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

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 Magic Archer 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 Electro Wizard 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
Bats Elite Barbarians Inferno Dragon Sparky
Giant Snowball
Bats Zappies Inferno Dragon
Zap
Bats Zappies Inferno Dragon Sparky
Barbarian Barrel
Elite Barbarians Zappies Electro Wizard Magic Archer Sparky
The Log
Elite Barbarians Zappies Sparky
Earthquake
Zappies
Arrows
Bats Zappies
Royal Delivery
Bats Elite Barbarians Zappies Electro Wizard Inferno Dragon Magic Archer Sparky
Fireball
Elite Barbarians Zappies Electro Wizard Inferno Dragon Magic Archer Sparky
Poison
Bats Zappies Electro Wizard Magic Archer Sparky
Lightning
Elite Barbarians Electro Wizard Inferno Dragon Magic Archer Sparky
Rocket
Elite Barbarians Inferno Dragon Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer Sparky 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.

Bats Inferno Dragon Sparky 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.

Electro 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.

Bats Zappies Electro Wizard Inferno Dragon Magic Archer Elite Barbarians Sparky Mega Knight

Shortest cycle

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

14 Bats Zappies Electro Wizard Inferno Dragon

Attack Synergies 2 11

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.

Bats
Mega Knight Elite Barbarians Inferno Dragon Sparky
Elite Barbarians
Bats Zappies Sparky Mega Knight
Zappies
Elite Barbarians Mega Knight
Electro Wizard
Magic Archer Sparky Mega Knight
Inferno Dragon
Mega Knight Bats
Magic Archer
Electro Wizard Mega Knight
Sparky
Bats Elite Barbarians Electro Wizard
Mega Knight
Bats Inferno Dragon Elite Barbarians Zappies Electro Wizard Magic Archer

Defense Synergies 0 13

Bats
Zappies Electro Wizard Inferno Dragon Sparky Mega Knight
Elite Barbarians
Mega Knight
Zappies
Bats Electro Wizard Mega Knight
Electro Wizard
Bats Zappies Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Bats Electro Wizard Mega Knight
Magic Archer
Electro Wizard Mega Knight
Sparky
Bats
Mega Knight
Bats Elite Barbarians Zappies Electro Wizard Inferno Dragon Magic Archer

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.

Zappies Electro Wizard Magic Archer Sparky
Elite Barbarians Inferno Dragon Sparky Bats Zappies Electro Wizard Mega Knight
Sparky Mega Knight Bats Elite Barbarians Zappies Electro Wizard Inferno Dragon
Elite Barbarians Inferno Dragon Sparky Bats Zappies Electro Wizard Mega Knight
Elite Barbarians Sparky Mega Knight
Bats Zappies Electro Wizard Magic Archer Mega Knight
Bats Electro Wizard Inferno Dragon Zappies Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight
Zappies Inferno Dragon Sparky Elite Barbarians
Elite Barbarians Zappies Electro Wizard Sparky Mega Knight
Bats Electro Wizard Zappies Magic Archer Mega Knight
Inferno Dragon Bats Zappies Electro Wizard Magic Archer
Sparky Mega Knight Bats Elite Barbarians Zappies Electro Wizard
Sparky Mega Knight Bats Zappies Electro Wizard Magic Archer
Elite Barbarians Inferno Dragon Sparky Zappies Electro Wizard Mega Knight
Elite Barbarians Zappies Electro Wizard Inferno Dragon Sparky Mega Knight
Sparky Mega Knight Bats Elite Barbarians Zappies Electro Wizard
Mega Knight Bats Elite Barbarians Zappies Electro Wizard Magic Archer
Bats Zappies Electro Wizard Inferno Dragon Magic Archer Mega Knight
Sparky Elite Barbarians Zappies Electro Wizard Inferno Dragon
Mega Knight Bats Elite Barbarians Zappies Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Zappies Electro Wizard Sparky
Electro Wizard Elite Barbarians Inferno Dragon Magic Archer Mega Knight
Zappies Mega Knight Bats Elite Barbarians Electro Wizard Sparky
Mega Knight Bats Elite Barbarians Zappies Electro Wizard Sparky
Elite Barbarians Zappies Inferno Dragon Sparky Mega Knight
Bats Zappies Electro Wizard Magic Archer
Sparky Bats Elite Barbarians Zappies Electro Wizard
Mega Knight Elite Barbarians Zappies Inferno Dragon Sparky
Electro Wizard Mega Knight Bats Elite Barbarians Zappies Inferno Dragon Magic Archer Sparky
Zappies Inferno Dragon Sparky
Inferno Dragon Mega Knight Bats Elite Barbarians Zappies Sparky
Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Mega Knight Zappies Sparky
Zappies Magic Archer Sparky Mega Knight
Elite Barbarians Zappies Electro Wizard Sparky Bats Inferno Dragon Magic Archer
Bats Mega Knight Elite Barbarians Zappies Electro Wizard Inferno Dragon Magic Archer Sparky

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 Sparky
Electro Wizard Magic Archer
Magic Archer Sparky
Sparky
Magic Archer Sparky Mega Knight
Bats Magic Archer
Magic Archer Sparky
Magic Archer
Bats Elite Barbarians Electro Wizard Sparky
Electro Wizard Magic Archer Sparky
Magic Archer
Elite Barbarians Magic Archer Sparky
Magic Archer
Elite Barbarians Magic Archer Sparky
Magic Archer Sparky
Magic Archer Sparky Mega Knight
Sparky
Bats Sparky
Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Magic Archer Sparky Mega Knight
Inferno Dragon
Electro Wizard Magic Archer Sparky
Magic Archer Sparky Mega Knight
Magic Archer Sparky
Elite Barbarians Bats Electro Wizard Magic Archer Sparky
Electro Wizard Bats Zappies
Elite Barbarians Sparky
Magic Archer Sparky Mega Knight
Zappies Electro Wizard Magic Archer Sparky
Sparky Mega Knight
Magic Archer Sparky
Electro Wizard Bats Zappies Magic Archer
Zappies Electro Wizard Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight
Magic Archer
Sparky
Elite Barbarians Sparky Mega Knight
Bats Elite Barbarians Zappies Electro Wizard Magic Archer Sparky
Bats Zappies Electro Wizard Magic Archer
Electro Wizard Magic Archer Sparky Mega Knight

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