My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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 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.

Minions Baby Dragon Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Baby Dragon Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Mortar Ram 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.

Mortar Elite Barbarians Ram 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.

Mortar Barbarians Elite Barbarians Baby Dragon Ram Rider

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 Electro Wizard Ram Rider

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
Minions Elite Barbarians Clone Ram Rider
Giant Snowball
Minions Barbarians Clone Baby Dragon Ram Rider
Zap
Minions Mortar Clone Ram Rider
Barbarian Barrel
Mortar Barbarians Elite Barbarians Clone Electro Wizard
The Log
Barbarians Elite Barbarians Clone Ram Rider
Earthquake
Mortar Barbarians Clone
Arrows
Minions Clone
Royal Delivery
Minions Barbarians Elite Barbarians Clone Baby Dragon Electro Wizard Ram Rider
Fireball
Minions Mortar Barbarians Elite Barbarians Clone Baby Dragon Electro Wizard Ram Rider
Poison
Minions Mortar Barbarians Clone Electro Wizard
Lightning
Mortar Elite Barbarians Baby Dragon Electro Wizard Ram Rider
Rocket
Mortar Barbarians Elite Barbarians Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon

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.

Clone 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

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.

Minions Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Clone Mortar Baby Dragon Electro Wizard Barbarians Ram Rider Elite Barbarians

Shortest cycle

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

14 Minions Clone Mortar Baby Dragon

Attack Synergies 0 12

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.

Minions
Mortar Elite Barbarians Clone Baby Dragon Ram Rider
Mortar
Minions Baby Dragon Ram Rider
Barbarians
Elite Barbarians
Minions
Clone
Minions Baby Dragon Electro Wizard
Baby Dragon
Minions Mortar Clone Electro Wizard Ram Rider
Electro Wizard
Clone Baby Dragon Ram Rider
Ram Rider
Minions Mortar Baby Dragon Electro Wizard

Defense Synergies 0 7

Minions
Mortar Baby Dragon Electro Wizard Ram Rider
Mortar
Minions Baby Dragon Electro Wizard
Barbarians
Elite Barbarians
Clone
Baby Dragon
Minions Mortar
Electro Wizard
Minions Mortar Ram Rider
Ram Rider
Minions 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.

Minions Mortar Baby Dragon Electro Wizard Ram Rider
Barbarians Elite Barbarians Minions Mortar Electro Wizard Ram Rider
Mortar Barbarians Ram Rider Minions Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Minions Mortar Electro Wizard Ram Rider
Barbarians Elite Barbarians
Minions Baby Dragon Electro Wizard
Minions Electro Wizard Ram Rider Mortar Baby Dragon
Barbarians Baby Dragon Electro Wizard Ram Rider
Barbarians Minions Mortar Elite Barbarians
Elite Barbarians Barbarians Electro Wizard
Minions Barbarians Electro Wizard Baby Dragon Ram Rider
Minions Baby Dragon Electro Wizard Ram Rider
Mortar Barbarians Minions Elite Barbarians Electro Wizard Ram Rider
Minions Mortar Barbarians Baby Dragon Electro Wizard
Barbarians Elite Barbarians Mortar Electro Wizard Ram Rider
Barbarians Mortar Elite Barbarians Electro Wizard Ram Rider
Barbarians Minions Mortar Elite Barbarians Electro Wizard
Mortar Minions Barbarians Elite Barbarians Baby Dragon Electro Wizard Ram Rider
Mortar Baby Dragon Minions Barbarians Electro Wizard Ram Rider
Barbarians Mortar Elite Barbarians Electro Wizard Ram Rider
Minions Barbarians Elite Barbarians Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Barbarians Elite Barbarians Electro Wizard
Electro Wizard Mortar Elite Barbarians Baby Dragon
Barbarians Minions Elite Barbarians Electro Wizard Ram Rider
Barbarians Elite Barbarians Electro Wizard Ram Rider
Barbarians Elite Barbarians Ram Rider
Minions Baby Dragon Electro Wizard Ram Rider
Minions Barbarians Elite Barbarians Electro Wizard Ram Rider
Barbarians Elite Barbarians
Electro Wizard Minions Mortar Barbarians Elite Barbarians Baby Dragon
Barbarians
Minions Barbarians Elite Barbarians
Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Ram Rider
Barbarians Baby Dragon
Barbarians Elite Barbarians Electro Wizard Minions Mortar Baby Dragon
Minions Barbarians Elite Barbarians 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.)

Mortar Baby Dragon
Mortar Baby Dragon Electro Wizard Ram Rider
Baby Dragon
Barbarians
Mortar Baby Dragon
Minions Baby Dragon Ram Rider
Mortar Baby Dragon
Baby Dragon Ram Rider
Mortar Ram Rider
Minions Elite Barbarians Electro Wizard
Mortar Electro Wizard Ram Rider
Baby Dragon
Mortar Elite Barbarians Baby Dragon
Minions Mortar Baby Dragon
Mortar Elite Barbarians Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Mortar
Minions
Mortar Baby Dragon Electro Wizard
Mortar Baby Dragon
Minions Baby Dragon
Mortar Barbarians Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon Electro Wizard Ram Rider
Mortar Baby Dragon Ram Rider
Mortar Baby Dragon
Elite Barbarians Baby Dragon Electro Wizard
Electro Wizard Minions
Elite Barbarians
Mortar
Electro Wizard
Electro Wizard Minions Barbarians
Baby Dragon Electro Wizard Ram Rider
Baby Dragon Electro Wizard
Mortar Baby Dragon
Elite Barbarians
Minions Elite Barbarians Baby Dragon Electro Wizard
Electro Wizard
Mortar Baby Dragon Electro Wizard

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