My Best Clash Royale Deck

Deck Check Rating

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

4 problems 4 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!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Wizard Magic Archer

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 Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard Magic Archer

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.

Missing

Punishments

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

Dark Prince Royal Ghost

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 Baby Dragon Dark Prince Giant Skeleton Royal Ghost Magic Archer

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.

Dark Prince Giant Skeleton Royal Ghost Electro Wizard Magic Archer

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
Dark Prince Giant Skeleton
Giant Snowball
Baby Dragon
Zap
Dark Prince
Barbarian Barrel
Knight Dark Prince Giant Skeleton Royal Ghost Electro Wizard Magic Archer
The Log
Dark Prince Giant Skeleton
Earthquake
Arrows
Royal Delivery
Knight Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard Magic Archer
Fireball
Baby Dragon Bowler Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Knight Baby Dragon Dark Prince Bowler Electro Wizard Magic Archer
Rocket
Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince Bowler Royal Ghost Magic Archer

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.

Knight Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost

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.

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.

Knight Royal Ghost Baby Dragon Dark Prince Electro Wizard Magic Archer Bowler Giant Skeleton

Shortest cycle

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

14 Knight Royal Ghost Baby Dragon Dark Prince

Attack Synergies 1 16

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
Baby Dragon Electro Wizard Magic Archer
Baby Dragon
Knight Dark Prince Bowler Giant Skeleton Electro Wizard
Dark Prince
Baby Dragon Royal Ghost Electro Wizard Magic Archer
Bowler
Baby Dragon Electro Wizard Magic Archer
Giant Skeleton
Baby Dragon Electro Wizard Magic Archer
Royal Ghost
Dark Prince Electro Wizard Magic Archer
Electro Wizard
Knight Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost Magic Archer
Magic Archer
Knight Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard

Defense Synergies 2 14

Knight
Electro Wizard Magic Archer Baby Dragon Bowler
Baby Dragon
Knight Dark Prince Bowler Giant Skeleton
Dark Prince
Baby Dragon Bowler Royal Ghost Electro Wizard Magic Archer
Bowler
Knight Baby Dragon Dark Prince Electro Wizard
Giant Skeleton
Baby Dragon Electro Wizard Magic Archer
Royal Ghost
Dark Prince Electro Wizard
Electro Wizard
Knight Dark Prince Bowler Giant Skeleton Royal Ghost Magic Archer
Magic Archer
Knight Dark Prince Giant Skeleton 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.

Bowler Knight Baby Dragon Electro Wizard Magic Archer
Knight Dark Prince Electro Wizard
Bowler Knight Dark Prince Giant Skeleton Electro Wizard
Knight Dark Prince Bowler Electro Wizard
Dark Prince Bowler Giant Skeleton
Bowler Baby Dragon Dark Prince Royal Ghost Electro Wizard Magic Archer
Electro Wizard Baby Dragon Magic Archer
Bowler Baby Dragon Giant Skeleton Electro Wizard Magic Archer
Knight Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard
Electro Wizard Knight Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost Magic Archer
Baby Dragon Electro Wizard Magic Archer
Bowler Knight Dark Prince Giant Skeleton Electro Wizard
Bowler Baby Dragon Dark Prince Royal Ghost Electro Wizard Magic Archer
Knight Electro Wizard
Bowler Electro Wizard
Knight Dark Prince Bowler Electro Wizard
Knight Baby Dragon Dark Prince Bowler Royal Ghost Electro Wizard Magic Archer
Baby Dragon Knight Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Dark Prince Bowler Royal Ghost Knight Baby Dragon Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard
Electro Wizard Knight Baby Dragon Bowler Royal Ghost Magic Archer
Giant Skeleton Knight Dark Prince Bowler Electro Wizard
Dark Prince Bowler Giant Skeleton Knight Electro Wizard
Giant Skeleton Knight Dark Prince Bowler
Baby Dragon Electro Wizard Magic Archer
Dark Prince Knight Bowler Giant Skeleton Electro Wizard
Giant Skeleton Knight Dark Prince
Giant Skeleton Electro Wizard Knight Baby Dragon Dark Prince Magic Archer
Knight Dark Prince Bowler Giant Skeleton
Dark Prince Bowler Giant Skeleton Electro Wizard
Dark Prince Bowler Giant Skeleton Knight
Baby Dragon Bowler Magic Archer
Electro Wizard Knight Baby Dragon Dark Prince Bowler Giant Skeleton Magic Archer
Bowler Baby Dragon Dark Prince Giant Skeleton Royal Ghost Electro Wizard Magic Archer

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.)

Magic Archer Knight Baby Dragon Giant Skeleton Royal Ghost
Baby Dragon Bowler Royal Ghost Electro Wizard Magic Archer
Baby Dragon Giant Skeleton Magic Archer
Knight Dark Prince Giant Skeleton
Baby Dragon Dark Prince Bowler Magic Archer
Baby Dragon Magic Archer
Baby Dragon Bowler Magic Archer
Baby Dragon Bowler Magic Archer
Bowler Electro Wizard
Knight Dark Prince Bowler Electro Wizard Magic Archer
Baby Dragon Magic Archer
Knight Baby Dragon Bowler Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Bowler Magic Archer
Magic Archer Baby Dragon Bowler
Baby Dragon Dark Prince Bowler Electro Wizard Magic Archer
Baby Dragon Bowler Magic Archer
Baby Dragon Bowler Giant Skeleton Magic Archer
Bowler
Baby Dragon
Baby Dragon Dark Prince Bowler Magic Archer
Baby Dragon Bowler Royal Ghost Electro Wizard Magic Archer
Baby Dragon Bowler Magic Archer
Baby Dragon Magic Archer
Baby Dragon Electro Wizard Magic Archer
Electro Wizard
Bowler
Magic Archer
Electro Wizard Magic Archer
Giant Skeleton
Bowler Magic Archer
Electro Wizard Dark Prince Magic Archer
Baby Dragon Electro Wizard Magic Archer
Knight Baby Dragon Dark Prince Bowler Electro Wizard Magic Archer
Baby Dragon Bowler Magic Archer
Giant Skeleton
Dark Prince
Baby Dragon Bowler Giant Skeleton Electro Wizard Magic Archer
Electro Wizard Magic Archer
Baby Dragon Dark Prince Bowler Giant Skeleton Royal Ghost Electro Wizard Magic Archer

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