My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Electro 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.

Archers Wizard Bandit Electro Wizard 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.

Barbarian Barrel

Punishments

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

Bandit 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.

Barbarian Barrel Bandit 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.

Bandit Electro Wizard

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
Archers Guards Bandit
Giant Snowball
Archers Guards
Zap
Archers Guards Bandit
Barbarian Barrel
Archers Wizard Guards Bandit Electro Wizard
The Log
Archers Guards Bandit
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Wizard Guards Bandit Electro Wizard
Fireball
Archers Wizard Bandit Electro Wizard
Poison
Archers Wizard Guards Electro Wizard
Lightning
Wizard Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Barbarian Barrel 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.

Guards 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.

Wizard 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.

Mirror Barbarian Barrel Archers Guards Bandit Electro Wizard Wizard Mega Knight

Shortest cycle

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

8 Mirror Barbarian Barrel Archers Guards

Attack Synergies 0 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.

Archers
Barbarian Barrel Bandit Mega Knight
Wizard
Bandit Mega Knight
Mirror
Barbarian Barrel
Barbarian Barrel
Archers Mirror Bandit Mega Knight
Guards
Bandit
Bandit
Archers Wizard Barbarian Barrel Guards Electro Wizard Mega Knight
Electro Wizard
Bandit Mega Knight
Mega Knight
Archers Wizard Barbarian Barrel Bandit Electro Wizard

Defense Synergies 2 19

Archers
Barbarian Barrel Guards Bandit Electro Wizard Mega Knight
Wizard
Barbarian Barrel Guards Bandit Electro Wizard Mega Knight
Mirror
Barbarian Barrel Electro Wizard Mega Knight
Barbarian Barrel
Archers Mirror Wizard Guards Bandit Electro Wizard Mega Knight
Guards
Archers Wizard Barbarian Barrel Electro Wizard
Bandit
Archers Wizard Barbarian Barrel Electro Wizard Mega Knight
Electro Wizard
Archers Wizard Mirror Barbarian Barrel Guards Bandit Mega Knight
Mega Knight
Archers Wizard Mirror Barbarian Barrel Bandit Electro 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.

Wizard Barbarian Barrel Electro Wizard
Bandit Electro Wizard Mega Knight
Mega Knight Archers Bandit Electro Wizard
Guards Bandit Electro Wizard Mega Knight
Barbarian Barrel Mega Knight
Barbarian Barrel Archers Guards Bandit Electro Wizard Mega Knight
Electro Wizard Archers Wizard
Barbarian Barrel Bandit Electro Wizard Mega Knight
Guards Archers Barbarian Barrel Bandit Electro Wizard Mega Knight
Archers Guards Electro Wizard Wizard Barbarian Barrel Bandit Mega Knight
Archers Wizard Electro Wizard
Mega Knight Wizard Guards Bandit Electro Wizard
Wizard Mega Knight Barbarian Barrel Guards Electro Wizard
Bandit Electro Wizard Mega Knight
Bandit Electro Wizard Mega Knight
Wizard Mega Knight Electro Wizard
Mega Knight Archers Wizard Barbarian Barrel Guards Bandit Electro Wizard
Wizard Barbarian Barrel Archers Guards Bandit Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Archers Barbarian Barrel Guards Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Archers Barbarian Barrel Bandit Electro Wizard
Bandit Electro Wizard Archers Wizard Barbarian Barrel Mega Knight
Guards Bandit Mega Knight Electro Wizard
Guards Mega Knight Barbarian Barrel Bandit Electro Wizard
Guards Bandit Mega Knight
Wizard Archers Electro Wizard
Guards Archers Bandit Electro Wizard
Mega Knight
Electro Wizard Mega Knight Barbarian Barrel Bandit
Guards
Mega Knight Guards
Mega Knight Guards Electro Wizard
Mega Knight Wizard Guards Bandit
Wizard Archers Mega Knight
Guards Electro Wizard Archers Barbarian Barrel
Mega Knight Archers Wizard Barbarian Barrel Electro 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.)

Barbarian Barrel Guards Bandit
Barbarian Barrel Bandit Electro Wizard
Barbarian Barrel Bandit
Barbarian Barrel Guards
Wizard Barbarian Barrel Mega Knight
Wizard
Archers Wizard
Wizard Barbarian Barrel
Wizard Bandit
Guards Electro Wizard
Wizard Barbarian Barrel Bandit Electro Wizard
Archers Wizard
Barbarian Barrel Bandit
Barbarian Barrel Bandit
Barbarian Barrel
Wizard Barbarian Barrel Bandit
Wizard Barbarian Barrel Bandit Mega Knight
Barbarian Barrel
Archers Wizard Barbarian Barrel Bandit Electro Wizard Mega Knight
Wizard Barbarian Barrel Mega Knight
Mega Knight
Wizard
Barbarian Barrel
Wizard Barbarian Barrel Mega Knight
Wizard Barbarian Barrel Bandit Electro Wizard
Wizard Bandit Mega Knight
Barbarian Barrel Bandit
Archers Wizard Electro Wizard
Electro Wizard Wizard Guards
Wizard Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard
Electro Wizard Archers Barbarian Barrel Guards Bandit
Archers Wizard Electro Wizard
Barbarian Barrel
Wizard Electro Wizard Mega Knight
Wizard
Mega Knight
Guards Electro Wizard
Electro Wizard
Barbarian Barrel Bandit Electro Wizard Mega Knight

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