My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Princess 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.

Princess Electro Wizard Magic Archer Lumberjack Mega Knight

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 Poison Lightning

Punishments

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

Princess Lumberjack Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Poison Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Princess Magic Archer Lumberjack Mega Knight

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.

Electro Wizard Magic Archer Lumberjack

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
Giant Snowball
Princess Lumberjack
Zap
Princess
Barbarian Barrel
Princess Electro Wizard Magic Archer Lumberjack
The Log
Princess Lumberjack
Earthquake
Arrows
Princess
Royal Delivery
Princess Electro Wizard Magic Archer Lumberjack
Fireball
Princess Electro Wizard Magic Archer Lumberjack
Poison
Princess Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Poison Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Poison Princess Magic Archer Mega Knight

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 Poison Princess Mega Knight

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.

Princess

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.

Princess Poison Electro Wizard Magic Archer Lumberjack Rocket Lightning Mega Knight

Shortest cycle

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

15 Princess Poison Electro Wizard Magic Archer

Attack Synergies 0 8

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.

Rocket
Poison
Mega Knight
Lightning
Princess
Mega Knight
Electro Wizard
Magic Archer Lumberjack Mega Knight
Magic Archer
Electro Wizard Lumberjack Mega Knight
Lumberjack
Electro Wizard Magic Archer Mega Knight
Mega Knight
Poison Princess Electro Wizard Magic Archer Lumberjack

Defense Synergies 0 8

Rocket
Poison
Electro Wizard Mega Knight
Lightning
Princess
Mega Knight
Electro Wizard
Poison Magic Archer Lumberjack Mega Knight
Magic Archer
Electro Wizard Lumberjack Mega Knight
Lumberjack
Electro Wizard Magic Archer
Mega Knight
Poison Princess Electro Wizard Magic Archer

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 Lightning Electro Wizard Magic Archer
Lumberjack Electro Wizard Mega Knight
Rocket Lumberjack Mega Knight Lightning Electro Wizard
Lumberjack Electro Wizard Mega Knight
Lightning Rocket Poison Princess Lumberjack Mega Knight
Electro Wizard Magic Archer Lumberjack Mega Knight
Rocket Lightning Electro Wizard Poison Princess Magic Archer
Rocket Lightning Poison Electro Wizard Magic Archer Mega Knight
Princess Lumberjack
Electro Wizard Lumberjack Mega Knight
Poison Electro Wizard Princess Magic Archer Lumberjack Mega Knight
Poison Princess Electro Wizard Magic Archer
Lumberjack Mega Knight Rocket Lightning Electro Wizard
Rocket Mega Knight Poison Princess Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack Mega Knight
Rocket Lightning Electro Wizard Lumberjack Mega Knight
Mega Knight Poison Electro Wizard Lumberjack
Mega Knight Electro Wizard Magic Archer Lumberjack
Poison Princess Electro Wizard Magic Archer Lumberjack Mega Knight
Electro Wizard Lumberjack
Mega Knight Poison Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Electro Wizard
Poison Electro Wizard Rocket Lightning Magic Archer Lumberjack Mega Knight
Lumberjack Mega Knight Rocket Lightning Electro Wizard
Rocket Lightning Lumberjack Mega Knight Electro Wizard
Lumberjack Mega Knight
Rocket Poison Princess Electro Wizard Magic Archer
Rocket Lightning Electro Wizard Lumberjack
Mega Knight Lumberjack
Rocket Lightning Electro Wizard Mega Knight Poison Magic Archer
Mega Knight Lumberjack
Rocket Lightning Mega Knight Poison Electro Wizard
Rocket Lightning Mega Knight Lumberjack
Princess Magic Archer Mega Knight
Electro Wizard Rocket Poison Lightning Magic Archer Lumberjack
Poison Mega Knight Princess 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.)

Poison Lightning Princess Magic Archer Rocket
Poison Princess Electro Wizard Magic Archer
Rocket Lightning Poison Magic Archer
Lightning Rocket Poison
Rocket Poison Magic Archer Mega Knight
Poison Rocket Princess Magic Archer
Poison Princess Magic Archer
Poison Lightning Princess Magic Archer
Poison Lightning
Rocket Lightning Poison Electro Wizard Lumberjack
Rocket Poison Lightning Princess Electro Wizard Magic Archer
Poison Lightning Rocket Princess Magic Archer
Rocket Poison Lightning Princess Magic Archer
Lightning Rocket Poison Princess Magic Archer
Lightning Princess Poison Magic Archer
Rocket Lightning Poison Princess Magic Archer
Lightning Magic Archer Rocket Poison Princess Mega Knight
Lightning Rocket Poison
Rocket Lightning
Rocket Lightning Poison Princess Electro Wizard Magic Archer Mega Knight
Rocket Lightning Poison Princess Magic Archer Mega Knight
Rocket Lightning Poison Magic Archer Mega Knight
Rocket Lightning Poison Princess
Rocket Lightning
Rocket Lightning Poison
Poison Princess Magic Archer Mega Knight
Poison Lightning Princess Electro Wizard Magic Archer
Lightning Poison Princess Magic Archer Mega Knight
Rocket Poison Lightning Magic Archer
Poison Lightning Princess Electro Wizard Magic Archer
Rocket Lightning Electro Wizard Poison
Lightning
Poison Lightning Rocket Magic Archer Mega Knight
Rocket Lightning Poison Princess Electro Wizard Magic Archer
Mega Knight
Rocket Poison Lightning Princess Magic Archer
Lightning Electro Wizard Rocket Princess Magic Archer
Rocket Poison Lightning Princess Electro Wizard Magic Archer
Poison Lightning Rocket Princess Electro Wizard Magic Archer Lumberjack Mega Knight
Poison Lightning Princess Magic Archer
Rocket Lightning Poison
Mega Knight
Rocket Poison Lightning Princess Electro Wizard Magic Archer
Rocket Poison Lightning Princess Electro Wizard Magic Archer
Poison Lightning Rocket Princess Electro Wizard Magic Archer Mega Knight

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