My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Mega Minion Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Mega Minion Wizard Barbarian Hut Golem Inferno Dragon

Offensive cards

Win conditions

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

Wall Breakers Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

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

Wall Breakers

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.

Wall Breakers Golem

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.

Golem

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
Wall Breakers Guards Inferno Dragon
Giant Snowball
Mega Minion Wall Breakers Guards Inferno Dragon
Zap
Wall Breakers Guards Inferno Dragon
Barbarian Barrel
Wizard Barbarian Hut Wall Breakers Guards
The Log
Barbarian Hut Wall Breakers Guards
Earthquake
Barbarian Hut Guards
Arrows
Wall Breakers Guards
Royal Delivery
Mega Minion Wizard Wall Breakers Guards Inferno Dragon
Fireball
Mega Minion Wizard Barbarian Hut Wall Breakers Inferno Dragon
Poison
Mega Minion Wizard Barbarian Hut Guards
Lightning
Mega Minion Wizard Barbarian Hut Inferno Dragon
Rocket
Wizard Barbarian Hut Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Arrows Mega Minion Guards Golem Inferno Dragon

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

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.

Wall Breakers Arrows Mega Minion Guards Inferno Dragon Wizard Barbarian Hut Golem

Shortest cycle

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

11 Wall Breakers Arrows Mega Minion Guards

Attack Synergies 2 5

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.

Arrows
Golem Mega Minion Barbarian Hut Wall Breakers
Mega Minion
Golem Arrows
Wizard
Golem
Barbarian Hut
Arrows Wall Breakers
Wall Breakers
Arrows Barbarian Hut
Guards
Golem
Arrows Mega Minion Wizard
Inferno Dragon

Defense Synergies 0 7

Arrows
Mega Minion Barbarian Hut
Mega Minion
Arrows Wizard Barbarian Hut Guards
Wizard
Mega Minion Guards
Barbarian Hut
Arrows Mega Minion Inferno Dragon
Wall Breakers
Guards
Mega Minion Wizard
Golem
Inferno Dragon
Barbarian Hut

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.

Barbarian Hut Mega Minion Wizard
Barbarian Hut Inferno Dragon Mega Minion
Barbarian Hut Mega Minion Inferno Dragon
Barbarian Hut Inferno Dragon Mega Minion Guards
Arrows
Arrows Mega Minion Guards
Mega Minion Inferno Dragon Arrows Wizard Barbarian Hut
Barbarian Hut Arrows
Barbarian Hut Inferno Dragon
Guards
Guards Arrows Mega Minion Wizard
Arrows Mega Minion Inferno Dragon Wizard Barbarian Hut
Barbarian Hut Wizard Guards
Wizard Barbarian Hut Arrows Mega Minion Guards
Barbarian Hut Inferno Dragon
Barbarian Hut Inferno Dragon
Wizard Barbarian Hut Arrows
Arrows Mega Minion Wizard Barbarian Hut Guards
Arrows Wizard Mega Minion Barbarian Hut Guards Inferno Dragon
Barbarian Hut Inferno Dragon
Wizard Arrows Guards

Counters to secondary win conditions

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

Barbarian Hut Guards
Arrows Mega Minion Wizard Inferno Dragon
Guards Barbarian Hut
Guards Barbarian Hut
Barbarian Hut Guards Inferno Dragon
Arrows Wizard
Guards Mega Minion Barbarian Hut
Barbarian Hut Inferno Dragon
Mega Minion Barbarian Hut Inferno Dragon
Mega Minion Barbarian Hut Guards Inferno Dragon
Inferno Dragon Mega Minion Guards
Arrows Guards
Wizard Barbarian Hut Guards
Wizard Barbarian Hut
Guards Mega Minion Barbarian Hut Inferno Dragon
Arrows Mega Minion Wizard Barbarian Hut Inferno Dragon

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.)

Arrows Barbarian Hut Guards
Arrows
Arrows Barbarian Hut
Arrows Barbarian Hut Guards
Wizard Arrows
Arrows Wizard Mega Minion
Arrows Wizard
Arrows Wizard Barbarian Hut
Arrows Wizard
Guards
Arrows Wizard
Arrows Wizard
Barbarian Hut
Arrows
Arrows Barbarian Hut
Arrows Wizard Barbarian Hut
Arrows Wizard Barbarian Hut
Arrows
Arrows Mega Minion Wizard
Arrows Wizard
Arrows Wizard
Arrows Barbarian Hut
Arrows Wizard
Mega Minion Inferno Dragon
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Mega Minion Wizard Guards
Mega Minion
Arrows Wizard
Arrows
Arrows Wizard
Barbarian Hut Guards
Arrows Mega Minion Wizard
Arrows
Mega Minion Wizard
Arrows Wizard
Arrows
Mega Minion
Guards

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