My Best Clash Royale Deck

Deck Check Rating

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

2 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Wizard Prince Giant Skeleton

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.

Rocket Rage

Punishments

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

Elite Barbarians Prince

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.

Barbarians Elite Barbarians Prince Giant Skeleton

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Rocket Rage Skeleton Army Prince Giant Skeleton

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.

Barbarians 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.

Rage Skeleton Army Barbarians Wizard Prince Elite Barbarians Rocket Giant Skeleton

Shortest cycle

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

15 Rage Skeleton Army Barbarians Wizard

Attack Synergies 1 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.

Barbarians
Elite Barbarians
Rage Wizard
Wizard
Elite Barbarians Rage Prince Giant Skeleton
Rocket
Rage
Elite Barbarians Wizard Prince Giant Skeleton
Skeleton Army
Prince
Wizard Rage
Giant Skeleton
Wizard Rage

Defense Synergies 0 7

Barbarians
Skeleton Army
Elite Barbarians
Wizard
Wizard
Elite Barbarians Skeleton Army Prince Giant Skeleton
Rocket
Rage
Skeleton Army
Barbarians Wizard Prince Giant Skeleton
Prince
Wizard Skeleton Army
Giant Skeleton
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.

Rocket Wizard
Barbarians Elite Barbarians Skeleton Army Prince
Barbarians Rocket Skeleton Army Prince Elite Barbarians Giant Skeleton
Barbarians Elite Barbarians Skeleton Army Prince
Barbarians Elite Barbarians Rocket Skeleton Army Prince Giant Skeleton
Skeleton Army
Rocket Wizard
Rocket Barbarians Giant Skeleton
Barbarians Elite Barbarians Skeleton Army Prince
Elite Barbarians Skeleton Army Barbarians Prince Giant Skeleton
Barbarians Skeleton Army Wizard Giant Skeleton
Wizard
Barbarians Skeleton Army Prince Elite Barbarians Wizard Rocket Giant Skeleton
Wizard Rocket Skeleton Army Barbarians Prince
Barbarians Elite Barbarians Skeleton Army Prince
Barbarians Rocket Skeleton Army Elite Barbarians Prince
Barbarians Wizard Elite Barbarians Skeleton Army Prince
Barbarians Elite Barbarians Wizard Skeleton Army Prince
Wizard Barbarians Giant Skeleton
Barbarians Elite Barbarians Prince
Wizard Skeleton Army Barbarians Elite Barbarians Prince Giant Skeleton

Counters to secondary win conditions

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

Barbarians Skeleton Army Elite Barbarians Prince Giant Skeleton
Elite Barbarians Wizard Rocket Prince
Barbarians Skeleton Army Giant Skeleton Elite Barbarians Rocket Prince
Rocket Skeleton Army Prince Giant Skeleton Barbarians Elite Barbarians
Barbarians Giant Skeleton Elite Barbarians Skeleton Army Prince
Wizard Rocket
Rocket Skeleton Army Prince Barbarians Elite Barbarians Giant Skeleton
Giant Skeleton Barbarians Elite Barbarians Skeleton Army Prince
Rocket Giant Skeleton Barbarians Elite Barbarians Skeleton Army Prince
Barbarians Skeleton Army
Barbarians Elite Barbarians Prince Giant Skeleton
Rocket Skeleton Army Barbarians Elite Barbarians Prince Giant Skeleton
Barbarians Elite Barbarians Rocket Skeleton Army Prince Giant Skeleton Wizard
Wizard Barbarians Skeleton Army
Barbarians Elite Barbarians Skeleton Army Rocket Prince Giant Skeleton
Barbarians Elite Barbarians Wizard Giant Skeleton

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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Barbarians Rocket Prince Giant Skeleton
Wizard Rocket
Wizard Rocket
Wizard
Wizard
Wizard
Rocket Elite Barbarians Prince
Rocket Wizard Prince
Wizard Rocket
Rocket Elite Barbarians
Rocket
Elite Barbarians Prince
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Prince
Rocket Wizard
Rocket Prince Giant Skeleton
Rocket Wizard
Rocket Prince
Rocket Barbarians
Wizard
Wizard
Wizard Prince
Rocket
Elite Barbarians Wizard
Rocket Wizard
Elite Barbarians
Wizard Rocket
Rocket
Prince Giant Skeleton
Rocket Wizard
Barbarians Rocket Skeleton Army Prince
Rocket Wizard
Wizard Rocket Prince
Wizard
Rocket Giant Skeleton
Elite Barbarians Prince
Elite Barbarians Rocket Giant Skeleton
Rocket
Rocket Prince Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: