My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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 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.

Firecracker Royal Giant Wizard Dark Prince Prince Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rocket

Punishments

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

Royal Giant Elite Barbarians Dark Prince Prince Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Giant Elite Barbarians Dark Prince Prince 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.

Firecracker Elite Barbarians 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
Royal Giant Elite Barbarians Dark Prince Prince
Giant Snowball
Zap
Firecracker Royal Giant Dark Prince Prince
Barbarian Barrel
Firecracker Elite Barbarians Wizard Dark Prince
The Log
Firecracker Royal Giant Elite Barbarians Dark Prince Prince
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Wizard Dark Prince Prince
Fireball
Firecracker Elite Barbarians Wizard
Poison
Firecracker Wizard
Lightning
Elite Barbarians Wizard Dark Prince Prince
Rocket
Elite Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Rocket Dark Prince 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.

Rocket Dark Prince Prince Mega Knight

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.

Royal Giant Elite Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Dark Prince Wizard Prince Royal Giant Elite Barbarians Rocket Mega Knight

Shortest cycle

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

17 Firecracker Dark Prince Wizard Prince

Attack Synergies 3 13

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.

Firecracker
Royal Giant Elite Barbarians Dark Prince Prince Mega Knight
Royal Giant
Firecracker Elite Barbarians Wizard Rocket Dark Prince
Elite Barbarians
Firecracker Royal Giant Wizard Mega Knight
Wizard
Royal Giant Elite Barbarians Dark Prince Prince Mega Knight
Rocket
Royal Giant
Dark Prince
Prince Firecracker Royal Giant Wizard
Prince
Dark Prince Mega Knight Firecracker Wizard
Mega Knight
Prince Firecracker Elite Barbarians Wizard

Defense Synergies 1 9

Firecracker
Dark Prince Prince Mega Knight
Royal Giant
Elite Barbarians
Dark Prince Wizard Mega Knight
Wizard
Elite Barbarians Dark Prince Prince Mega Knight
Rocket
Dark Prince
Elite Barbarians Firecracker Wizard Prince
Prince
Firecracker Wizard Dark Prince
Mega Knight
Firecracker Elite Barbarians 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.

Rocket Firecracker Wizard
Elite Barbarians Firecracker Dark Prince Prince Mega Knight
Rocket Prince Mega Knight Elite Barbarians Dark Prince
Elite Barbarians Prince Firecracker Dark Prince Mega Knight
Firecracker Elite Barbarians Rocket Dark Prince Prince Mega Knight
Firecracker Dark Prince Mega Knight
Rocket Firecracker Wizard
Rocket Mega Knight
Elite Barbarians Prince
Elite Barbarians Firecracker Dark Prince Prince Mega Knight
Firecracker Wizard Dark Prince Mega Knight
Firecracker Wizard
Prince Mega Knight Elite Barbarians Wizard Rocket Dark Prince
Wizard Rocket Mega Knight Firecracker Dark Prince Prince
Elite Barbarians Prince Mega Knight
Rocket Elite Barbarians Prince Mega Knight
Wizard Mega Knight Firecracker Elite Barbarians Dark Prince Prince
Mega Knight Firecracker Elite Barbarians Wizard Dark Prince Prince
Wizard Firecracker Dark Prince Mega Knight
Elite Barbarians Prince
Wizard Dark Prince Mega Knight Firecracker Elite Barbarians Prince

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Dark Prince Prince
Firecracker Elite Barbarians Wizard Rocket Prince Mega Knight
Mega Knight Elite Barbarians Rocket Dark Prince Prince
Rocket Dark Prince Prince Mega Knight Elite Barbarians
Elite Barbarians Dark Prince Prince Mega Knight
Firecracker Wizard Rocket
Rocket Dark Prince Prince Elite Barbarians
Mega Knight Elite Barbarians Dark Prince Prince
Rocket Mega Knight Firecracker Elite Barbarians Dark Prince Prince
Mega Knight Elite Barbarians Dark Prince Prince
Rocket Mega Knight Elite Barbarians Dark Prince Prince
Elite Barbarians Rocket Dark Prince Prince Mega Knight Wizard
Wizard Firecracker Mega Knight
Elite Barbarians Firecracker Rocket Dark Prince Prince
Mega Knight Firecracker Elite Barbarians Wizard 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.)

Firecracker Rocket
Firecracker
Rocket
Firecracker Rocket Dark Prince Prince
Wizard Rocket Firecracker Dark Prince Mega Knight
Firecracker Wizard Rocket
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Rocket Elite Barbarians Prince
Firecracker Rocket Wizard Dark Prince Prince
Firecracker Wizard Rocket
Rocket Firecracker Elite Barbarians
Firecracker Rocket
Firecracker Elite Barbarians Prince
Rocket Firecracker Wizard
Firecracker Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Firecracker Wizard Dark Prince Prince Mega Knight
Rocket Firecracker Wizard Mega Knight
Rocket Prince Mega Knight
Rocket Wizard
Rocket Prince
Rocket
Firecracker Wizard Dark Prince Mega Knight
Firecracker Wizard
Wizard Prince Mega Knight
Rocket Firecracker
Elite Barbarians Firecracker Wizard
Rocket Firecracker Wizard
Elite Barbarians
Wizard Rocket Mega Knight
Rocket Firecracker
Prince Mega Knight
Rocket Firecracker Wizard
Rocket Dark Prince Prince
Rocket Firecracker Wizard
Firecracker Wizard Rocket Dark Prince Prince Mega Knight
Firecracker Wizard
Rocket
Firecracker Elite Barbarians Dark Prince Prince Mega Knight
Firecracker Elite Barbarians Rocket
Firecracker Rocket
Firecracker Rocket Dark Prince Prince Mega Knight

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