My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!
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.

Flying Machine

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.

Knight Battle Ram Flying Machine Prince Sparky

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.

Fireball

Punishments

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

Elite Barbarians Battle Ram Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Barbarians Elite Barbarians Battle Ram Flying Machine Prince

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

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
Elite Barbarians Battle Ram Prince Sparky
Giant Snowball
Barbarians Battle Ram Flying Machine
Zap
Battle Ram Flying Machine Prince Sparky
Barbarian Barrel
Knight Barbarians Elite Barbarians Battle Ram Sparky
The Log
Barbarians Elite Barbarians Battle Ram Prince Sparky
Earthquake
Barbarians
Arrows
Flying Machine
Royal Delivery
Knight Barbarians Elite Barbarians Battle Ram Flying Machine Prince Sparky
Fireball
Barbarians Elite Barbarians Battle Ram Flying Machine Sparky
Poison
Barbarians Flying Machine Sparky
Lightning
Knight Elite Barbarians Battle Ram Prince Sparky
Rocket
Barbarians Elite Barbarians Prince Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Sparky

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 Battle Ram Prince Sparky

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Fireball Battle Ram Flying Machine Barbarians Prince Elite Barbarians Sparky

Shortest cycle

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

15 Knight Fireball Battle Ram Flying Machine

Attack Synergies 1 12

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.

Knight
Battle Ram Elite Barbarians Fireball Flying Machine Prince Sparky
Barbarians
Elite Barbarians
Knight Fireball Battle Ram Sparky
Fireball
Knight Elite Barbarians Battle Ram Sparky
Battle Ram
Knight Elite Barbarians Fireball Flying Machine
Flying Machine
Knight Battle Ram Prince
Prince
Knight Flying Machine
Sparky
Knight Elite Barbarians Fireball

Defense Synergies 0 4

Knight
Fireball Flying Machine Sparky
Barbarians
Elite Barbarians
Fireball
Knight
Battle Ram
Flying Machine
Knight Prince
Prince
Flying Machine
Sparky
Knight

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.

Knight Fireball Flying Machine Sparky
Barbarians Elite Barbarians Sparky Knight Flying Machine Prince
Barbarians Prince Sparky Knight Elite Barbarians
Barbarians Elite Barbarians Prince Sparky Knight
Barbarians Elite Barbarians Fireball Prince Sparky
Fireball Flying Machine
Fireball Flying Machine
Barbarians Fireball Flying Machine Sparky
Barbarians Sparky Elite Barbarians Prince
Knight Elite Barbarians Barbarians Prince Sparky
Barbarians Knight Fireball Flying Machine
Fireball Flying Machine
Barbarians Prince Sparky Knight Elite Barbarians Fireball Flying Machine
Fireball Sparky Barbarians Prince
Barbarians Elite Barbarians Sparky Knight Prince
Barbarians Elite Barbarians Fireball Prince Sparky
Barbarians Sparky Knight Elite Barbarians Fireball Prince
Fireball Knight Barbarians Elite Barbarians Flying Machine Prince
Knight Barbarians Fireball Flying Machine
Barbarians Sparky Elite Barbarians Prince
Knight Barbarians Elite Barbarians Fireball Flying Machine Prince Sparky

Counters to secondary win conditions

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

Knight Barbarians Elite Barbarians Fireball Prince Sparky
Fireball Knight Elite Barbarians Flying Machine Prince
Barbarians Knight Elite Barbarians Prince Sparky
Prince Knight Barbarians Elite Barbarians Fireball Sparky
Barbarians Knight Elite Barbarians Prince Sparky
Fireball Flying Machine
Prince Sparky Knight Barbarians Elite Barbarians Fireball Flying Machine
Knight Barbarians Elite Barbarians Prince Sparky
Knight Barbarians Elite Barbarians Fireball Flying Machine Prince Sparky
Barbarians Sparky
Knight Barbarians Elite Barbarians Flying Machine Prince Sparky
Barbarians Elite Barbarians Fireball Prince
Barbarians Elite Barbarians Prince Knight Fireball Sparky
Barbarians Fireball Flying Machine Sparky
Barbarians Elite Barbarians Sparky Knight Fireball Flying Machine Prince
Barbarians Elite Barbarians Fireball Flying Machine 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.)

Fireball Knight Flying Machine Sparky
Fireball Flying Machine
Fireball Flying Machine Sparky
Knight Barbarians Fireball Flying Machine Prince Sparky
Fireball Sparky
Fireball Flying Machine
Flying Machine Sparky
Fireball Flying Machine
Fireball Flying Machine
Elite Barbarians Fireball Prince Sparky
Knight Fireball Flying Machine Prince Sparky
Fireball Flying Machine
Flying Machine Knight Elite Barbarians Fireball Sparky
Fireball Flying Machine
Elite Barbarians Fireball Flying Machine Prince Sparky
Fireball Flying Machine Sparky
Fireball Flying Machine Sparky
Fireball Sparky
Sparky
Fireball Flying Machine Prince Sparky
Fireball Flying Machine
Fireball Prince Sparky
Fireball
Prince Sparky
Barbarians Fireball Flying Machine
Fireball Sparky
Fireball Flying Machine Sparky
Fireball Flying Machine Prince Sparky
Fireball Sparky
Elite Barbarians Fireball Flying Machine Sparky
Fireball Flying Machine
Elite Barbarians Fireball Sparky
Fireball Sparky
Fireball Sparky
Prince Sparky
Fireball Sparky
Barbarians Fireball Flying Machine Prince
Fireball Flying Machine
Fireball
Fireball Knight Flying Machine Prince Sparky
Fireball Flying Machine
Fireball Sparky
Elite Barbarians Flying Machine Prince Sparky
Elite Barbarians Fireball Flying Machine Sparky
Fireball Flying Machine
Fireball Flying Machine Prince Sparky

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