My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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!
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.

Electro Wizard Magic Archer

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.

Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Rocket Tornado

Punishments

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

Mortar Mega Knight

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.

Mortar Magic Archer 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

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

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Rocket Tornado Magic Archer 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.

Rocket Guards Tornado Mega Knight

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.

Mirror Guards Tornado Mortar Electro Wizard Magic Archer Rocket Mega Knight

Shortest cycle

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

10 Mirror Guards Tornado Mortar

Attack Synergies 2 9

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
Rocket Tornado
Rocket
Tornado Mortar Mirror
Mirror
Rocket Tornado Magic Archer
Guards
Tornado
Rocket Magic Archer Mortar Mirror Mega Knight
Electro Wizard
Magic Archer Mega Knight
Magic Archer
Tornado Mirror Electro Wizard Mega Knight
Mega Knight
Tornado Electro Wizard Magic Archer

Defense Synergies 3 14

Mortar
Mirror Guards Tornado Electro Wizard
Rocket
Tornado
Mirror
Tornado Mortar Electro Wizard Magic Archer Mega Knight
Guards
Mortar Electro Wizard Magic Archer
Tornado
Rocket Mirror Magic Archer Mortar Electro Wizard Mega Knight
Electro Wizard
Mortar Mirror Guards Tornado Magic Archer Mega Knight
Magic Archer
Tornado Mirror Guards Electro Wizard Mega Knight
Mega Knight
Mirror Tornado 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 Mortar Electro Wizard Magic Archer
Mortar Electro Wizard Mega Knight
Mortar Rocket Tornado Mega Knight Electro Wizard
Mortar Guards Electro Wizard Mega Knight
Rocket Tornado Mega Knight
Tornado Guards Electro Wizard Magic Archer Mega Knight
Rocket Tornado Electro Wizard Mortar Magic Archer
Rocket Electro Wizard Magic Archer Mega Knight
Mortar Tornado
Guards Tornado Electro Wizard Mega Knight
Guards Electro Wizard Tornado Magic Archer Mega Knight
Tornado Electro Wizard Magic Archer
Mortar Mega Knight Rocket Guards Electro Wizard
Rocket Mega Knight Mortar Guards Tornado Electro Wizard Magic Archer
Mortar Electro Wizard Mega Knight
Rocket Tornado Mortar Electro Wizard Mega Knight
Mega Knight Mortar Tornado Electro Wizard
Mortar Mega Knight Guards Tornado Electro Wizard Magic Archer
Mortar Tornado Guards Electro Wizard Magic Archer Mega Knight
Mortar Tornado Electro Wizard
Mega Knight Guards Electro Wizard
Mortar 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 Mortar Rocket Magic Archer Mega Knight
Guards Mega Knight Rocket Electro Wizard
Rocket Guards Mega Knight Tornado Electro Wizard
Guards Mega Knight
Rocket Tornado Electro Wizard Magic Archer
Rocket Guards Electro Wizard
Mega Knight
Rocket Electro Wizard Mega Knight Mortar Tornado Magic Archer
Guards
Mega Knight Guards
Rocket Mega Knight Guards Tornado Electro Wizard
Rocket Mega Knight Guards
Magic Archer Mega Knight
Guards Electro Wizard Mortar Rocket Tornado Magic Archer
Mega Knight Electro Wizard Magic Archer
Mortar 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.)

Magic Archer Mortar Rocket Guards
Mortar Tornado Electro Wizard Magic Archer
Rocket Magic Archer
Rocket Guards
Rocket Mortar Magic Archer Mega Knight
Rocket Tornado Magic Archer
Mortar Tornado Magic Archer
Tornado Magic Archer
Mortar Tornado
Rocket Guards Tornado Electro Wizard
Rocket Mortar Tornado Electro Wizard Magic Archer
Rocket Tornado Magic Archer
Rocket Mortar Magic Archer
Mortar Rocket Magic Archer
Mortar Magic Archer
Rocket Mortar Magic Archer
Magic Archer Mortar Rocket Mega Knight
Mortar Rocket Tornado
Rocket
Rocket Mortar Electro Wizard Magic Archer Mega Knight
Rocket Mortar Tornado Magic Archer Mega Knight
Rocket Magic Archer Mega Knight
Rocket Tornado
Rocket Tornado
Rocket Mortar
Tornado Mortar Magic Archer Mega Knight
Mortar Tornado Electro Wizard Magic Archer
Mortar Tornado Magic Archer Mega Knight
Rocket Mortar Tornado Magic Archer
Tornado Electro Wizard Magic Archer
Rocket Electro Wizard Guards
Mortar Rocket Magic Archer Mega Knight
Rocket Electro Wizard Magic Archer
Mega Knight
Rocket Magic Archer
Electro Wizard Rocket Guards Magic Archer
Rocket Tornado Electro Wizard Magic Archer
Rocket Electro Wizard Magic Archer Mega Knight
Mortar Magic Archer
Rocket Tornado
Mega Knight
Rocket Guards Tornado Electro Wizard Magic Archer
Rocket Tornado Electro Wizard Magic Archer
Mortar Rocket Tornado Electro Wizard Magic Archer Mega Knight
Mortar Rocket Mega Knight

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