My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Minion Horde Wizard Baby Dragon Electro 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.

Knight Wizard Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider Baby Dragon

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.

Elite Barbarians Hog Rider Electro Wizard

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 Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Minion Horde Hog Rider Skeleton Army Baby Dragon
Zap
Minion Horde Skeleton Army
Barbarian Barrel
Knight Elite Barbarians Wizard Skeleton Army Electro Wizard
The Log
Elite Barbarians Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Knight Minion Horde Elite Barbarians Hog Rider Wizard Skeleton Army Baby Dragon Electro Wizard
Fireball
Minion Horde Elite Barbarians Hog Rider Wizard Skeleton Army Baby Dragon Electro Wizard
Poison
Minion Horde Wizard Skeleton Army Electro Wizard
Lightning
Knight Elite Barbarians Wizard Baby Dragon Electro Wizard
Rocket
Minion Horde Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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 Baby Dragon

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.

Elite Barbarians 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Skeleton Army Hog Rider Baby Dragon Electro Wizard Minion Horde Wizard Elite Barbarians

Shortest cycle

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

14 Knight Skeleton Army Hog Rider Baby Dragon

Attack Synergies 2 11

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
Hog Rider Baby Dragon Minion Horde Elite Barbarians Wizard Electro Wizard
Minion Horde
Knight Hog Rider
Elite Barbarians
Knight Hog Rider Wizard
Hog Rider
Knight Minion Horde Elite Barbarians Wizard Baby Dragon Electro Wizard
Wizard
Knight Elite Barbarians Hog Rider
Skeleton Army
Baby Dragon
Knight Hog Rider Electro Wizard
Electro Wizard
Knight Hog Rider Baby Dragon

Defense Synergies 1 8

Knight
Electro Wizard Minion Horde Wizard Skeleton Army Baby Dragon
Minion Horde
Knight
Elite Barbarians
Wizard
Hog Rider
Wizard
Knight Elite Barbarians Skeleton Army Electro Wizard
Skeleton Army
Knight Wizard Electro Wizard
Baby Dragon
Knight
Electro Wizard
Knight Wizard Skeleton Army

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 Baby Dragon Electro Wizard
Minion Horde Elite Barbarians Skeleton Army Knight Electro Wizard
Minion Horde Skeleton Army Knight Elite Barbarians Electro Wizard
Minion Horde Elite Barbarians Skeleton Army Knight Electro Wizard
Elite Barbarians Skeleton Army
Skeleton Army Baby Dragon Electro Wizard
Minion Horde Electro Wizard Wizard Baby Dragon
Baby Dragon Electro Wizard
Minion Horde Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Minion Horde Electro Wizard
Minion Horde Skeleton Army Electro Wizard Knight Wizard Baby Dragon
Minion Horde Wizard Baby Dragon Electro Wizard
Minion Horde Skeleton Army Knight Elite Barbarians Wizard Electro Wizard
Wizard Skeleton Army Minion Horde Baby Dragon Electro Wizard
Elite Barbarians Skeleton Army Knight Minion Horde Electro Wizard
Minion Horde Skeleton Army Elite Barbarians Electro Wizard
Minion Horde Wizard Knight Elite Barbarians Skeleton Army Electro Wizard
Knight Minion Horde Elite Barbarians Wizard Skeleton Army Baby Dragon Electro Wizard
Wizard Baby Dragon Knight Electro Wizard
Elite Barbarians Electro Wizard
Wizard Skeleton Army Knight Minion Horde Elite Barbarians Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians Electro Wizard
Electro Wizard Knight Elite Barbarians Wizard Baby Dragon
Skeleton Army Knight Minion Horde Elite Barbarians Electro Wizard
Skeleton Army Knight Minion Horde Elite Barbarians Electro Wizard
Knight Minion Horde Elite Barbarians Skeleton Army
Wizard Minion Horde Baby Dragon Electro Wizard
Skeleton Army Knight Minion Horde Elite Barbarians Electro Wizard
Knight Minion Horde Elite Barbarians Skeleton Army
Minion Horde Electro Wizard Knight Elite Barbarians Skeleton Army Baby Dragon
Minion Horde Skeleton Army
Knight Minion Horde Elite Barbarians
Skeleton Army Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Knight Minion Horde Wizard
Wizard Minion Horde Skeleton Army Baby Dragon
Elite Barbarians Skeleton Army Electro Wizard Knight Minion Horde Baby Dragon
Minion Horde Elite Barbarians Wizard Baby Dragon Electro Wizard

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.)

Knight Minion Horde Baby Dragon
Baby Dragon Electro Wizard
Minion Horde Baby Dragon
Knight
Wizard Minion Horde Baby Dragon
Wizard Minion Horde Baby Dragon
Minion Horde Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Minion Horde Elite Barbarians Electro Wizard
Knight Minion Horde Wizard Electro Wizard
Wizard Baby Dragon
Knight Elite Barbarians Baby Dragon
Minion Horde Baby Dragon
Elite Barbarians Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon
Minion Horde Baby Dragon
Wizard
Minion Horde Baby Dragon
Wizard Baby Dragon
Minion Horde
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon
Baby Dragon
Elite Barbarians Minion Horde Wizard Baby Dragon Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde Elite Barbarians
Minion Horde Wizard
Minion Horde Electro Wizard
Minion Horde
Wizard
Minion Horde Electro Wizard Skeleton Army
Wizard Baby Dragon Electro Wizard
Knight Minion Horde Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard

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