My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Minion Horde Wizard Witch

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.

Giant Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage Freeze

Punishments

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

Giant 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 Minion Horde Giant Mega Knight

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
Minion Horde Giant
Giant Snowball
Barbarians Minion Horde Witch
Zap
Minion Horde Witch
Barbarian Barrel
Barbarians Wizard Witch
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Minion Horde Witch
Royal Delivery
Barbarians Minion Horde Wizard Witch
Fireball
Barbarians Minion Horde Wizard Witch
Poison
Barbarians Minion Horde Wizard Witch
Lightning
Wizard Witch
Rocket
Barbarians Minion Horde Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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.

Rage Freeze 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 Minion Horde Wizard Witch

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.

Rage Freeze Barbarians Minion Horde Giant Wizard Witch Mega Knight

Shortest cycle

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

16 Rage Freeze Barbarians Minion Horde

Attack Synergies 4 7

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.

Barbarians
Minion Horde
Rage Mega Knight Giant Freeze
Giant
Rage Minion Horde Wizard Witch
Wizard
Giant Rage Mega Knight
Rage
Minion Horde Giant Witch Wizard
Freeze
Minion Horde
Witch
Rage Giant Mega Knight
Mega Knight
Minion Horde Wizard Witch

Defense Synergies 0 6

Barbarians
Minion Horde
Minion Horde
Barbarians Freeze
Giant
Wizard
Freeze Mega Knight
Rage
Freeze
Minion Horde Wizard Mega Knight
Witch
Mega Knight
Mega Knight
Wizard Freeze Witch

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.

Minion Horde Wizard
Barbarians Minion Horde Witch Mega Knight
Barbarians Minion Horde Witch Mega Knight Freeze
Barbarians Minion Horde Witch Mega Knight
Barbarians Mega Knight
Freeze Mega Knight
Minion Horde Wizard Freeze Witch
Barbarians Mega Knight
Barbarians Minion Horde Witch
Barbarians Minion Horde Mega Knight
Barbarians Minion Horde Witch Wizard Freeze Mega Knight
Minion Horde Wizard Witch
Barbarians Minion Horde Mega Knight Wizard Freeze Witch
Wizard Mega Knight Barbarians Minion Horde Freeze Witch
Barbarians Minion Horde Mega Knight
Barbarians Minion Horde Freeze Mega Knight
Barbarians Minion Horde Wizard Mega Knight Witch
Mega Knight Barbarians Minion Horde Wizard Witch
Wizard Freeze Witch Barbarians Mega Knight
Barbarians
Wizard Mega Knight Barbarians Minion Horde Witch

Counters to secondary win conditions

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

Barbarians Mega Knight Witch
Wizard Mega Knight
Barbarians Mega Knight Minion Horde Witch
Mega Knight Barbarians Minion Horde
Barbarians Minion Horde Witch Mega Knight
Wizard Minion Horde Freeze Witch
Barbarians Minion Horde Witch
Mega Knight Barbarians Minion Horde
Minion Horde Freeze Mega Knight Barbarians Witch
Witch Barbarians Minion Horde
Mega Knight Barbarians Minion Horde Witch
Mega Knight Barbarians
Barbarians Mega Knight Minion Horde Wizard Witch
Wizard Barbarians Minion Horde Witch Mega Knight
Barbarians Witch Minion Horde Freeze
Mega Knight Barbarians Minion Horde Wizard Freeze Witch

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.)

Minion Horde Freeze
Minion Horde
Barbarians Freeze
Wizard Minion Horde Mega Knight
Wizard Minion Horde Freeze Witch
Minion Horde Wizard Witch
Wizard Freeze
Wizard
Minion Horde
Minion Horde Wizard
Wizard
Minion Horde Freeze
Minion Horde Wizard Witch
Minion Horde Wizard Mega Knight
Freeze
Minion Horde
Wizard Mega Knight
Wizard Witch Mega Knight
Minion Horde Mega Knight
Wizard
Barbarians Minion Horde
Freeze Wizard Witch Mega Knight
Minion Horde Witch
Wizard Witch
Wizard Witch Mega Knight
Minion Horde Wizard Witch
Minion Horde Wizard Freeze Witch
Minion Horde
Minion Horde Wizard Mega Knight
Minion Horde Freeze
Minion Horde Mega Knight
Wizard
Minion Horde Barbarians Freeze Witch
Wizard Witch
Freeze
Minion Horde Wizard Mega Knight
Wizard
Minion Horde Mega Knight
Minion Horde Freeze Witch
Witch
Freeze Witch Mega Knight

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