My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Dragon Ice Wizard

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.

Firecracker Battle Ram Dark Prince Electro Dragon Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Dark Prince 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.

Barbarians Battle Ram Dark Prince 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.

Firecracker Dark Prince Electro Dragon

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
Battle Ram Guards Dark Prince
Giant Snowball
Barbarians Battle Ram Guards Electro Dragon
Zap
Firecracker Battle Ram Guards Dark Prince
Barbarian Barrel
Firecracker Barbarians Battle Ram Guards Dark Prince Ice Wizard
The Log
Firecracker Barbarians Battle Ram Guards Dark Prince
Earthquake
Firecracker Barbarians Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Barbarians Battle Ram Guards Dark Prince Electro Dragon Ice Wizard
Fireball
Firecracker Barbarians Battle Ram Electro Dragon Ice Wizard
Poison
Firecracker Barbarians Guards Electro Dragon Ice Wizard
Lightning
Battle Ram Dark Prince Electro Dragon Ice Wizard
Rocket
Barbarians Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince Electro Dragon Ice Wizard Mega Knight

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.

Battle Ram Guards Dark Prince Ice Wizard Mega Knight

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Guards Ice Wizard Battle Ram Dark Prince Barbarians Electro Dragon Mega Knight

Shortest cycle

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

13 Firecracker Guards Ice Wizard Battle Ram

Attack Synergies 0 6

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.

Firecracker
Battle Ram Dark Prince Mega Knight
Barbarians
Battle Ram
Firecracker
Guards
Dark Prince
Firecracker Ice Wizard
Electro Dragon
Ice Wizard Mega Knight
Ice Wizard
Dark Prince Electro Dragon
Mega Knight
Firecracker Electro Dragon

Defense Synergies 0 11

Firecracker
Guards Dark Prince Electro Dragon Ice Wizard Mega Knight
Barbarians
Battle Ram
Guards
Firecracker Electro Dragon Ice Wizard
Dark Prince
Firecracker Electro Dragon Ice Wizard
Electro Dragon
Firecracker Guards Dark Prince Ice Wizard
Ice Wizard
Firecracker Guards Dark Prince Electro Dragon Mega Knight
Mega Knight
Firecracker Ice Wizard

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.

Firecracker Electro Dragon
Barbarians Firecracker Dark Prince Electro Dragon Ice Wizard Mega Knight
Barbarians Mega Knight Dark Prince Electro Dragon Ice Wizard
Barbarians Firecracker Guards Dark Prince Electro Dragon Ice Wizard Mega Knight
Firecracker Barbarians Dark Prince Mega Knight
Firecracker Guards Dark Prince Electro Dragon Ice Wizard Mega Knight
Firecracker Electro Dragon Ice Wizard
Barbarians Electro Dragon Mega Knight
Barbarians Ice Wizard
Guards Firecracker Barbarians Dark Prince Ice Wizard Mega Knight
Barbarians Guards Ice Wizard Firecracker Dark Prince Electro Dragon Mega Knight
Firecracker Electro Dragon Ice Wizard
Barbarians Mega Knight Guards Dark Prince Electro Dragon Ice Wizard
Mega Knight Firecracker Barbarians Guards Dark Prince Electro Dragon
Barbarians Mega Knight
Barbarians Mega Knight
Barbarians Mega Knight Firecracker Dark Prince Electro Dragon
Mega Knight Firecracker Barbarians Guards Dark Prince Electro Dragon Ice Wizard
Firecracker Barbarians Guards Dark Prince Electro Dragon Ice Wizard Mega Knight
Barbarians
Dark Prince Mega Knight Firecracker Barbarians Guards Electro Dragon

Counters to secondary win conditions

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

Barbarians Guards Mega Knight Dark Prince
Firecracker Electro Dragon Mega Knight
Barbarians Guards Mega Knight Dark Prince Electro Dragon
Guards Dark Prince Mega Knight Barbarians
Barbarians Guards Dark Prince Mega Knight
Firecracker Electro Dragon Ice Wizard
Guards Dark Prince Barbarians Ice Wizard
Mega Knight Barbarians Dark Prince
Electro Dragon Mega Knight Firecracker Barbarians Dark Prince
Barbarians Guards
Mega Knight Barbarians Guards Dark Prince Electro Dragon
Mega Knight Barbarians Guards Dark Prince
Barbarians Dark Prince Mega Knight Guards
Firecracker Barbarians Electro Dragon Mega Knight
Barbarians Guards Electro Dragon Firecracker Dark Prince
Mega Knight Firecracker Barbarians Dark Prince Electro Dragon Ice Wizard

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.)

Firecracker Guards Electro Dragon
Firecracker Electro Dragon Ice Wizard
Electro Dragon
Firecracker Barbarians Guards Dark Prince
Firecracker Dark Prince Mega Knight
Firecracker Electro Dragon Ice Wizard
Firecracker
Firecracker Electro Dragon Ice Wizard
Firecracker Electro Dragon
Guards Electro Dragon
Firecracker Dark Prince Electro Dragon
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon Mega Knight
Firecracker Dark Prince Electro Dragon Mega Knight
Firecracker Electro Dragon Mega Knight
Mega Knight
Barbarians Electro Dragon
Firecracker Dark Prince Electro Dragon Ice Wizard Mega Knight
Firecracker Electro Dragon Ice Wizard
Electro Dragon Mega Knight
Firecracker
Firecracker Electro Dragon Ice Wizard
Electro Dragon Firecracker Guards
Electro Dragon Mega Knight
Firecracker Electro Dragon
Mega Knight
Firecracker
Barbarians Guards Dark Prince Electro Dragon
Firecracker Electro Dragon Ice Wizard
Firecracker Dark Prince Electro Dragon Mega Knight
Firecracker Electro Dragon
Firecracker Dark Prince Electro Dragon Mega Knight
Electro Dragon Firecracker Guards
Firecracker Electro Dragon
Electro Dragon Firecracker Dark Prince Mega Knight

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