My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Royal Giant Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage

Punishments

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

Royal Giant Mega Knight

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.

Royal Giant 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

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
Bats Royal Giant Guards
Giant Snowball
Bats Guards
Zap
Bats Royal Giant Guards
Barbarian Barrel
Guards Electro Wizard
The Log
Royal Giant Guards
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Electro Wizard
Fireball
Electro Wizard
Poison
Bats Guards Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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.

Bats Arrows Rage Guards 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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Rage Arrows Guards Electro Wizard Royal Giant Mega Knight

Shortest cycle

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

7 Mirror Bats Rage Arrows

Attack Synergies 4 7

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.

Bats
Royal Giant Mega Knight Rage
Arrows
Royal Giant Mirror Mega Knight
Royal Giant
Bats Arrows Mirror Guards Electro Wizard
Mirror
Arrows Royal Giant
Rage
Bats Electro Wizard
Guards
Royal Giant
Electro Wizard
Royal Giant Rage Mega Knight
Mega Knight
Bats Arrows Electro Wizard

Defense Synergies 2 6

Bats
Electro Wizard Mega Knight
Arrows
Mirror Mega Knight
Royal Giant
Mirror
Arrows Electro Wizard Mega Knight
Rage
Guards
Electro Wizard
Electro Wizard
Bats Mirror Guards Mega Knight
Mega Knight
Arrows Bats Mirror 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.

Electro Wizard
Bats Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard
Bats Guards Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bats Guards Electro Wizard Mega Knight
Bats Electro Wizard Arrows
Arrows Electro Wizard Mega Knight
Guards Electro Wizard Mega Knight
Bats Guards Electro Wizard Arrows Mega Knight
Arrows Bats Electro Wizard
Mega Knight Bats Guards Electro Wizard
Mega Knight Bats Arrows Guards Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Bats Arrows Electro Wizard
Arrows Mega Knight Bats Guards Electro Wizard
Arrows Bats Guards Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Arrows Guards Electro Wizard
Guards

Counters to secondary win conditions

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

Guards Mega Knight Electro Wizard
Electro Wizard Arrows Mega Knight
Guards Mega Knight Bats Electro Wizard
Guards Mega Knight Bats Electro Wizard
Guards Mega Knight
Arrows Bats Electro Wizard
Guards Bats Electro Wizard
Mega Knight
Electro Wizard Mega Knight Bats
Guards
Mega Knight Bats Guards
Mega Knight Arrows Guards Electro Wizard
Mega Knight Guards
Mega Knight
Guards Electro Wizard Bats
Bats Arrows Mega Knight Electro Wizard
Arrows 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.)

Arrows Guards
Arrows Electro Wizard
Arrows
Arrows Guards
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Guards Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Guards
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Guards Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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