My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minion Horde Wizard Witch Magic Archer Little Prince

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 Wizard Witch Magic Archer Little Prince

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.

Tornado

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 Minion Horde 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.

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
Minion Horde Skeleton Army
Giant Snowball
Minion Horde Skeleton Army Witch Little Prince
Zap
Minion Horde Skeleton Army Witch Little Prince
Barbarian Barrel
Knight Wizard Skeleton Army Witch Magic Archer Little Prince
The Log
Skeleton Army Witch Little Prince
Earthquake
Skeleton Army Witch
Arrows
Minion Horde Skeleton Army Witch Little Prince
Royal Delivery
Knight Minion Horde Wizard Skeleton Army Witch Magic Archer Little Prince
Fireball
Minion Horde Wizard Skeleton Army Witch Magic Archer Little Prince
Poison
Minion Horde Wizard Skeleton Army Witch Magic Archer Little Prince
Lightning
Knight Wizard Witch Magic Archer Little Prince
Rocket
Minion Horde Wizard Witch Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Tornado

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.

Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Tornado Little Prince Magic Archer Minion Horde Wizard Witch

Shortest cycle

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

12 Knight Skeleton Army Tornado Little Prince

Attack Synergies 2 6

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
Minion Horde Wizard Witch Magic Archer Little Prince
Minion Horde
Knight
Wizard
Tornado Knight
Skeleton Army
Tornado
Wizard Magic Archer Witch
Witch
Knight Tornado
Magic Archer
Tornado Knight
Little Prince
Knight

Defense Synergies 4 10

Knight
Magic Archer Little Prince Minion Horde Wizard Skeleton Army Tornado Witch
Minion Horde
Knight Tornado
Wizard
Tornado Knight Skeleton Army
Skeleton Army
Knight Wizard Magic Archer
Tornado
Wizard Magic Archer Knight Minion Horde Witch Little Prince
Witch
Knight Tornado
Magic Archer
Knight Tornado Skeleton Army
Little Prince
Knight Tornado

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.

Knight Minion Horde Wizard Magic Archer
Minion Horde Skeleton Army Knight Witch
Minion Horde Skeleton Army Tornado Witch Knight
Minion Horde Skeleton Army Witch Knight
Skeleton Army Tornado
Skeleton Army Tornado Magic Archer
Minion Horde Tornado Wizard Witch Magic Archer Little Prince
Magic Archer
Minion Horde Witch Skeleton Army Tornado
Knight Skeleton Army Tornado Minion Horde Little Prince
Minion Horde Skeleton Army Witch Knight Wizard Tornado Magic Archer
Minion Horde Wizard Tornado Witch Magic Archer
Minion Horde Skeleton Army Knight Wizard Witch
Wizard Skeleton Army Minion Horde Tornado Witch Magic Archer
Skeleton Army Knight Minion Horde
Minion Horde Skeleton Army Tornado
Minion Horde Wizard Knight Skeleton Army Tornado Witch
Knight Minion Horde Wizard Skeleton Army Tornado Witch Magic Archer Little Prince
Wizard Tornado Witch Knight Magic Archer Little Prince
Tornado
Wizard Skeleton Army Knight Minion Horde Witch Little Prince

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Knight Wizard Magic Archer
Skeleton Army Knight Minion Horde Witch
Skeleton Army Knight Minion Horde Tornado
Knight Minion Horde Skeleton Army Witch
Wizard Minion Horde Tornado Witch Magic Archer
Skeleton Army Knight Minion Horde Witch
Knight Minion Horde Skeleton Army
Minion Horde Knight Skeleton Army Tornado Witch Magic Archer
Witch Minion Horde Skeleton Army
Knight Minion Horde Witch
Skeleton Army Tornado
Skeleton Army Knight Minion Horde Wizard Witch
Wizard Minion Horde Skeleton Army Witch Magic Archer
Skeleton Army Witch Knight Minion Horde Tornado Magic Archer Little Prince
Minion Horde Wizard Witch 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 Minion Horde
Tornado Magic Archer
Minion Horde Magic Archer
Knight
Wizard Minion Horde Magic Archer
Wizard Minion Horde Tornado Witch Magic Archer
Minion Horde Wizard Tornado Witch Magic Archer
Wizard Tornado Magic Archer
Wizard Tornado
Minion Horde Tornado
Knight Minion Horde Wizard Tornado Magic Archer
Wizard Tornado Magic Archer
Knight Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Wizard Witch Magic Archer
Magic Archer Minion Horde Wizard
Tornado
Minion Horde
Wizard Magic Archer
Wizard Tornado Witch Magic Archer Little Prince
Minion Horde Magic Archer
Wizard Tornado
Tornado
Minion Horde
Tornado Wizard Witch Magic Archer Little Prince
Minion Horde Witch
Wizard Tornado Witch Magic Archer
Wizard Tornado Witch Magic Archer
Tornado Magic Archer
Minion Horde Wizard Tornado Witch Magic Archer Little Prince
Minion Horde Wizard Witch
Minion Horde
Minion Horde Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde
Wizard Magic Archer
Minion Horde Skeleton Army Witch Magic Archer
Wizard Tornado Witch Magic Archer
Knight Minion Horde Wizard Magic Archer
Wizard Magic Archer
Tornado
Minion Horde
Minion Horde Tornado Witch Magic Archer
Tornado Witch Magic Archer
Tornado Witch Magic Archer Little Prince

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