My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Wizard Ram Rider

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.

Wizard Fisherman Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Lightning

Punishments

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

Ram Rider Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Ram Rider 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.

Ram Rider

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 Fisherman Ram Rider
Giant Snowball
Guards Fisherman Ram Rider
Zap
Guards Fisherman Ram Rider
Barbarian Barrel
Wizard Guards
The Log
Guards Fisherman Ram Rider
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Fisherman Ram Rider
Fireball
Wizard Fisherman Ram Rider
Poison
Wizard Guards Fisherman
Lightning
Wizard Fisherman Ram Rider Goblinstein
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Guards 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.

Arrows Guards Fisherman Wizard Ram Rider Goblinstein Lightning Mega Knight

Shortest cycle

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

14 Arrows Guards Fisherman Wizard

Attack Synergies 1 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.

Arrows
Lightning Ram Rider Mega Knight
Wizard
Ram Rider Mega Knight
Guards
Ram Rider
Lightning
Ram Rider Arrows
Fisherman
Ram Rider Mega Knight
Ram Rider
Lightning Arrows Wizard Guards Fisherman Mega Knight
Mega Knight
Arrows Wizard Fisherman Ram Rider
Goblinstein

Defense Synergies 2 5

Arrows
Mega Knight Lightning
Wizard
Guards Mega Knight
Guards
Fisherman Wizard
Lightning
Arrows
Fisherman
Guards Ram Rider Mega Knight
Ram Rider
Fisherman
Mega Knight
Arrows Wizard Fisherman
Goblinstein

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.

Lightning Wizard Ram Rider
Fisherman Ram Rider Mega Knight
Fisherman Ram Rider Mega Knight Lightning
Guards Fisherman Ram Rider Mega Knight
Lightning Arrows Mega Knight
Arrows Guards Mega Knight
Lightning Ram Rider Arrows Wizard
Lightning Arrows Ram Rider Mega Knight
Fisherman
Guards Fisherman Mega Knight
Guards Arrows Wizard Fisherman Ram Rider Mega Knight
Arrows Wizard Ram Rider
Mega Knight Wizard Guards Lightning Ram Rider
Wizard Mega Knight Arrows Guards
Ram Rider Mega Knight
Lightning Fisherman Ram Rider Mega Knight
Wizard Mega Knight Arrows Fisherman
Arrows Mega Knight Wizard Guards Fisherman Ram Rider
Arrows Wizard Guards Fisherman Ram Rider Mega Knight
Fisherman Ram Rider
Wizard Mega Knight Arrows Guards Fisherman

Counters to secondary win conditions

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

Guards Mega Knight Fisherman
Arrows Wizard Lightning Fisherman Mega Knight
Guards Mega Knight Lightning Fisherman Ram Rider
Guards Lightning Mega Knight Fisherman Ram Rider
Guards Fisherman Ram Rider Mega Knight
Arrows Wizard Ram Rider
Guards Lightning Ram Rider
Mega Knight Fisherman
Lightning Mega Knight
Guards
Mega Knight Guards
Lightning Mega Knight Arrows Guards
Lightning Mega Knight Wizard Guards Ram Rider
Wizard Mega Knight
Guards Lightning Fisherman
Arrows Mega Knight Wizard
Arrows

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.)

Lightning Arrows Guards
Arrows Fisherman Ram Rider
Lightning Arrows
Lightning Arrows Guards
Wizard Arrows Mega Knight
Arrows Wizard Ram Rider
Arrows Wizard
Arrows Wizard Lightning Ram Rider
Arrows Wizard Lightning Fisherman Ram Rider
Lightning Guards Fisherman
Lightning Arrows Wizard Fisherman Ram Rider
Lightning Arrows Wizard
Lightning Fisherman
Lightning Arrows Fisherman
Lightning Arrows Fisherman
Lightning Arrows Wizard
Lightning Arrows Wizard Mega Knight
Lightning Arrows
Lightning Fisherman
Lightning Arrows Wizard Fisherman Mega Knight
Lightning Arrows Wizard Mega Knight
Lightning Mega Knight
Lightning Arrows Wizard
Lightning Fisherman
Lightning Arrows
Arrows Wizard Mega Knight
Fisherman
Arrows Wizard Lightning Fisherman Ram Rider
Lightning Arrows Wizard Fisherman Ram Rider Mega Knight
Lightning Arrows Fisherman
Lightning Arrows Wizard
Lightning Wizard Guards
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows
Mega Knight
Arrows Wizard Lightning
Lightning Guards
Lightning Arrows Wizard Ram Rider
Arrows
Lightning Wizard Mega Knight
Arrows Wizard Lightning
Lightning Arrows
Mega Knight
Guards Lightning
Lightning
Lightning Mega Knight
Lightning Wizard Mega Knight

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