My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Mega Knight Monk

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.

Rage Tornado Freeze

Punishments

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

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.

Electro Spirit 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 Spirit Monk

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
Zap
Barbarian Barrel
Electro Spirit Bomb Tower Wizard
The Log
Electro Spirit
Earthquake
Bomb Tower
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Wizard
Fireball
Bomb Tower Wizard
Poison
Bomb Tower Wizard
Lightning
Bomb Tower Wizard Monk
Rocket
Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower Wizard Tornado Freeze 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.

Electro Spirit Rage Tornado Freeze 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.

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.

Electro Spirit Rage Tornado Bomb Tower Freeze Wizard Monk Mega Knight

Shortest cycle

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

10 Electro Spirit Rage Tornado Bomb Tower

Attack Synergies 1 4

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.

Electro Spirit
Bomb Tower
Wizard
Tornado Rage Mega Knight
Rage
Wizard
Tornado
Wizard Freeze Mega Knight
Freeze
Tornado
Mega Knight
Wizard Tornado
Monk

Defense Synergies 2 4

Electro Spirit
Bomb Tower
Tornado
Wizard
Tornado Freeze Mega Knight
Rage
Tornado
Bomb Tower Wizard Mega Knight
Freeze
Wizard Mega Knight
Mega Knight
Wizard Tornado Freeze
Monk

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.

Wizard
Bomb Tower Mega Knight Monk
Bomb Tower Tornado Mega Knight Freeze
Bomb Tower Mega Knight Monk
Bomb Tower Tornado Mega Knight Monk
Tornado Freeze Electro Spirit Bomb Tower Mega Knight
Tornado Electro Spirit Bomb Tower Wizard Freeze
Electro Spirit Bomb Tower Mega Knight Monk
Bomb Tower Tornado
Tornado Mega Knight
Electro Spirit Bomb Tower Wizard Tornado Freeze Mega Knight
Wizard Tornado
Bomb Tower Mega Knight Wizard Freeze
Bomb Tower Wizard Mega Knight Electro Spirit Tornado Freeze
Bomb Tower Mega Knight
Bomb Tower Tornado Monk Freeze Mega Knight
Bomb Tower Wizard Mega Knight Tornado
Bomb Tower Mega Knight Electro Spirit Wizard Tornado
Bomb Tower Wizard Tornado Freeze Electro Spirit Mega Knight
Bomb Tower Tornado
Wizard Mega Knight Electro Spirit Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Mega Knight
Bomb Tower Wizard Mega Knight Monk
Mega Knight Bomb Tower
Mega Knight Tornado Monk
Mega Knight
Wizard Electro Spirit Bomb Tower Tornado Freeze Monk
Bomb Tower
Mega Knight Bomb Tower
Freeze Mega Knight Electro Spirit Bomb Tower Tornado Monk
Mega Knight Bomb Tower
Mega Knight Monk Tornado
Mega Knight Bomb Tower Wizard
Wizard Bomb Tower Mega Knight
Electro Spirit Bomb Tower Tornado Freeze Monk
Mega Knight Electro Spirit Bomb Tower Wizard Freeze
Electro Spirit Bomb Tower

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.)

Freeze Monk
Monk Tornado
Freeze
Wizard Mega Knight
Wizard Electro Spirit Tornado Freeze Monk
Wizard Tornado
Wizard Tornado Freeze
Monk Wizard Tornado
Tornado
Monk Wizard Tornado
Monk Wizard Tornado
Freeze Monk
Wizard
Wizard Mega Knight
Monk Tornado Freeze
Wizard Mega Knight Monk
Wizard Tornado Mega Knight Monk
Mega Knight Monk
Wizard Tornado
Tornado Monk
Monk
Tornado Freeze Electro Spirit Wizard Mega Knight
Wizard Tornado Monk
Wizard Tornado Mega Knight Monk
Tornado
Wizard Tornado
Electro Spirit Wizard Freeze
Wizard Mega Knight
Electro Spirit Freeze Monk
Mega Knight
Wizard Monk
Electro Spirit Freeze
Wizard Tornado Monk
Freeze
Wizard Mega Knight
Wizard
Monk Tornado
Mega Knight
Electro Spirit Tornado Freeze
Tornado
Tornado Freeze Mega Knight Monk
Wizard Mega Knight Monk

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