My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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.

Firecracker Baby 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.

Knight Firecracker Elixir Golem Baby Dragon Dark Prince

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

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.

Elixir Golem Wall Breakers Dark Prince

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 Barbarians Elixir Golem Wall Breakers Baby Dragon Dark 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.

Firecracker Dark Prince

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
Elixir Golem Wall Breakers Skeleton Army Dark Prince
Giant Snowball
Barbarians Wall Breakers Skeleton Army Baby Dragon
Zap
Firecracker Wall Breakers Skeleton Army Dark Prince
Barbarian Barrel
Knight Firecracker Barbarians Elixir Golem Wall Breakers Skeleton Army Dark Prince
The Log
Firecracker Barbarians Elixir Golem Wall Breakers Skeleton Army Dark Prince
Earthquake
Firecracker Barbarians Elixir Golem Skeleton Army
Arrows
Firecracker Wall Breakers Skeleton Army
Royal Delivery
Knight Firecracker Barbarians Elixir Golem Wall Breakers Skeleton Army Baby Dragon Dark Prince
Fireball
Firecracker Barbarians Elixir Golem Wall Breakers Skeleton Army Baby Dragon
Poison
Firecracker Barbarians Elixir Golem Skeleton Army
Lightning
Knight Baby Dragon Dark Prince
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Dark Prince

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.

Knight Elixir Golem Skeleton Army Baby Dragon Dark Prince

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.

Skeleton Army

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Knight Firecracker Elixir Golem Skeleton Army Baby Dragon Dark Prince Barbarians

Shortest cycle

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

11 Wall Breakers Knight Firecracker Elixir Golem

Attack Synergies 4 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.

Knight
Firecracker Wall Breakers Baby Dragon
Firecracker
Knight Elixir Golem Wall Breakers Baby Dragon Dark Prince
Barbarians
Elixir Golem
Firecracker Baby Dragon
Wall Breakers
Knight Firecracker Baby Dragon
Skeleton Army
Baby Dragon
Knight Firecracker Elixir Golem Wall Breakers Dark Prince
Dark Prince
Firecracker Baby Dragon

Defense Synergies 1 7

Knight
Firecracker Skeleton Army Baby Dragon
Firecracker
Knight Skeleton Army Baby Dragon Dark Prince
Barbarians
Skeleton Army
Elixir Golem
Wall Breakers
Skeleton Army
Knight Firecracker Barbarians
Baby Dragon
Knight Firecracker Dark Prince
Dark Prince
Firecracker Baby Dragon

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 Firecracker Baby Dragon
Barbarians Skeleton Army Knight Firecracker Dark Prince
Barbarians Skeleton Army Knight Dark Prince
Barbarians Skeleton Army Knight Firecracker Dark Prince
Firecracker Barbarians Skeleton Army Dark Prince
Skeleton Army Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Barbarians Baby Dragon
Barbarians Skeleton Army
Knight Skeleton Army Firecracker Barbarians Dark Prince
Barbarians Skeleton Army Knight Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Barbarians Skeleton Army Knight Dark Prince
Skeleton Army Firecracker Barbarians Baby Dragon Dark Prince
Barbarians Skeleton Army Knight
Barbarians Skeleton Army
Barbarians Knight Firecracker Skeleton Army Dark Prince
Knight Firecracker Barbarians Skeleton Army Baby Dragon Dark Prince
Baby Dragon Knight Firecracker Barbarians Dark Prince
Barbarians
Skeleton Army Dark Prince Knight Firecracker Barbarians Baby Dragon

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Dark Prince
Knight Firecracker Baby Dragon
Barbarians Skeleton Army Knight Dark Prince
Skeleton Army Dark Prince Knight Barbarians
Barbarians Knight Skeleton Army Dark Prince
Firecracker Baby Dragon
Skeleton Army Dark Prince Knight Barbarians
Knight Barbarians Skeleton Army Dark Prince
Knight Firecracker Barbarians Skeleton Army Baby Dragon Dark Prince
Barbarians Skeleton Army
Knight Barbarians Dark Prince
Skeleton Army Barbarians Dark Prince
Barbarians Skeleton Army Dark Prince Knight
Firecracker Barbarians Skeleton Army Baby Dragon
Barbarians Skeleton Army Knight Firecracker Baby Dragon Dark Prince
Firecracker Barbarians Baby Dragon Dark Prince

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 Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Knight Firecracker Barbarians Dark Prince
Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker Knight Dark Prince
Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Baby Dragon
Barbarians Baby Dragon
Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker
Firecracker
Barbarians Skeleton Army Dark Prince
Firecracker Baby Dragon
Knight Firecracker Baby Dragon Dark Prince
Firecracker Baby Dragon
Firecracker Dark Prince
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon Dark Prince

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