My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 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!
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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies

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.

Zappies Mega Knight Lava Hound Mighty Miner

Offensive cards

Win conditions

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

Mortar Royal Hogs Lava Hound

Damage spells

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

Earthquake

Punishments

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

Mortar Royal Hogs Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Mortar Royal Hogs Mega Knight Lava Hound Mighty Miner

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.

Royal Hogs Mighty Miner

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
Royal Hogs Skeleton Army Lava Hound Mighty Miner
Giant Snowball
Zappies Royal Hogs Skeleton Army Lava Hound Mighty Miner
Zap
Mortar Zappies Royal Hogs Skeleton Army Lava Hound Mighty Miner
Barbarian Barrel
Mortar Zappies Royal Hogs Skeleton Army
The Log
Zappies Royal Hogs Skeleton Army
Earthquake
Mortar Zappies Royal Hogs Skeleton Army
Arrows
Zappies Royal Hogs Skeleton Army Lava Hound
Royal Delivery
Zappies Royal Hogs Skeleton Army Lava Hound
Fireball
Mortar Zappies Royal Hogs Skeleton Army Lava Hound Mighty Miner
Poison
Mortar Zappies Royal Hogs Skeleton Army Lava Hound
Lightning
Mortar Mighty Miner
Rocket
Mortar Royal Hogs Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Earthquake 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.

Skeleton Army Mega Knight Mighty Miner

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.

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.

Lava Hound

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.

Earthquake Skeleton Army Mortar Zappies Mighty Miner Royal Hogs Mega Knight Lava Hound

Shortest cycle

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

14 Earthquake Skeleton Army Mortar Zappies

Attack Synergies 1 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.

Mortar
Zappies
Earthquake
Royal Hogs Mega Knight Lava Hound
Zappies
Mortar Royal Hogs Mega Knight Lava Hound
Royal Hogs
Earthquake Zappies Mega Knight
Skeleton Army
Lava Hound
Mega Knight
Earthquake Zappies Royal Hogs
Lava Hound
Earthquake Zappies Skeleton Army
Mighty Miner

Defense Synergies 0 7

Mortar
Earthquake Zappies Skeleton Army
Earthquake
Mortar Zappies Mega Knight
Zappies
Mortar Earthquake Skeleton Army Mega Knight
Royal Hogs
Skeleton Army
Mortar Zappies
Mega Knight
Earthquake Zappies
Lava Hound
Mighty Miner

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.

Earthquake Mortar Zappies
Skeleton Army Mortar Zappies Mega Knight
Mortar Skeleton Army Mega Knight Zappies
Skeleton Army Mortar Zappies Mega Knight
Earthquake Skeleton Army Mega Knight
Skeleton Army Earthquake Zappies Mega Knight
Mortar Zappies
Earthquake Mega Knight
Zappies Mighty Miner Mortar Skeleton Army
Skeleton Army Zappies Mega Knight
Skeleton Army Earthquake Zappies Mega Knight
Zappies
Mortar Skeleton Army Mega Knight Earthquake Zappies
Skeleton Army Mega Knight Mortar Earthquake Zappies
Skeleton Army Mortar Zappies Mega Knight
Skeleton Army Mortar Zappies Mega Knight
Mega Knight Mortar Zappies Skeleton Army
Mortar Mega Knight Zappies Skeleton Army
Mortar Earthquake Zappies Mega Knight
Mortar Zappies
Skeleton Army Mega Knight Earthquake Zappies
Mortar Zappies Skeleton Army Mighty Miner

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zappies
Mortar Mega Knight
Zappies Skeleton Army Mega Knight
Skeleton Army Mega Knight Zappies
Zappies Skeleton Army Mega Knight Mighty Miner
Zappies
Skeleton Army Zappies
Mega Knight Mighty Miner Zappies Skeleton Army
Mega Knight Mortar Zappies Skeleton Army
Zappies Skeleton Army
Mega Knight Zappies
Skeleton Army Mega Knight
Skeleton Army Mega Knight Zappies
Zappies Skeleton Army Mega Knight
Zappies Skeleton Army Mortar Mighty Miner
Mega Knight Earthquake Zappies Mighty Miner
Mortar

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.)

Earthquake Mortar
Mortar
Earthquake
Earthquake
Mortar Earthquake Mega Knight
Mortar Earthquake
Earthquake
Mortar
Mortar Earthquake
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar Mega Knight
Mortar Earthquake
Mortar Earthquake Mega Knight
Mortar Earthquake Mega Knight
Earthquake Mega Knight
Earthquake Mortar
Earthquake Mortar Mega Knight
Mortar Earthquake
Mortar Mega Knight
Mortar
Zappies
Mortar Earthquake Mega Knight
Zappies
Mighty Miner Mega Knight
Earthquake
Earthquake Zappies Skeleton Army
Zappies
Mega Knight
Mortar Earthquake
Mega Knight
Zappies
Zappies
Mortar Mega Knight
Mortar Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: