My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Dragon 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 Rune Giant Electro Dragon Ram Rider Mega Knight

Offensive cards

Win conditions

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

Rune Giant Ram Rider

Damage spells

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

Rage Tornado

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.

Missing

Dropped at the bridge

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

Rune Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Electro Dragon 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.

Rage Guards Tornado Rune Giant 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.

Rage Guards Tornado Rune Giant Wizard Electro Dragon Ram Rider Mega Knight

Shortest cycle

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

12 Rage Guards Tornado Rune Giant

Attack Synergies 1 10

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.

Wizard
Tornado Rage Ram Rider Mega Knight
Rage
Wizard Electro Dragon
Guards
Ram Rider
Tornado
Wizard Electro Dragon Ram Rider Mega Knight
Rune Giant
Electro Dragon
Rage Tornado Mega Knight
Ram Rider
Wizard Guards Tornado Mega Knight
Mega Knight
Wizard Tornado Electro Dragon Ram Rider

Defense Synergies 1 6

Wizard
Tornado Guards Mega Knight
Rage
Guards
Wizard Electro Dragon
Tornado
Wizard Electro Dragon Ram Rider Mega Knight
Rune Giant
Electro Dragon
Guards Tornado
Ram Rider
Tornado
Mega Knight
Wizard Tornado

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 Electro Dragon Ram Rider
Electro Dragon Ram Rider Mega Knight
Tornado Ram Rider Mega Knight Electro Dragon
Guards Electro Dragon Ram Rider Mega Knight
Tornado Mega Knight
Tornado Guards Electro Dragon Mega Knight
Tornado Ram Rider Wizard Electro Dragon
Electro Dragon Ram Rider Mega Knight
Tornado
Guards Tornado Mega Knight
Guards Wizard Tornado Electro Dragon Ram Rider Mega Knight
Wizard Tornado Electro Dragon Ram Rider
Mega Knight Wizard Guards Electro Dragon Ram Rider
Wizard Mega Knight Guards Tornado Electro Dragon
Ram Rider Mega Knight
Tornado Ram Rider Mega Knight
Wizard Mega Knight Tornado Electro Dragon
Mega Knight Wizard Guards Tornado Electro Dragon Ram Rider
Wizard Tornado Guards Electro Dragon Ram Rider Mega Knight
Tornado Ram Rider
Wizard Mega Knight Guards Electro Dragon
Guards

Counters to secondary win conditions

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

Guards Mega Knight
Wizard Electro Dragon Mega Knight
Guards Mega Knight Electro Dragon Ram Rider
Guards Mega Knight Tornado Ram Rider
Guards Ram Rider Mega Knight
Wizard Tornado Electro Dragon Ram Rider
Guards Ram Rider
Mega Knight
Electro Dragon Mega Knight Tornado
Guards
Mega Knight Guards Electro Dragon
Mega Knight Guards Tornado
Mega Knight Wizard Guards Ram Rider
Wizard Electro Dragon Mega Knight
Guards Electro Dragon Tornado
Mega Knight Wizard Electro Dragon

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.)

Guards Electro Dragon
Tornado Electro Dragon Ram Rider
Electro Dragon
Guards
Wizard Mega Knight
Wizard Tornado Electro Dragon Ram Rider
Wizard Tornado
Wizard Tornado Electro Dragon Ram Rider
Wizard Tornado Electro Dragon Ram Rider
Guards Tornado Electro Dragon
Wizard Tornado Electro Dragon Ram Rider
Wizard Tornado Electro Dragon
Electro Dragon
Wizard Electro Dragon
Wizard Electro Dragon Mega Knight
Tornado
Wizard Electro Dragon Mega Knight
Wizard Tornado Electro Dragon Mega Knight
Mega Knight
Wizard Tornado
Tornado
Electro Dragon
Tornado Wizard Electro Dragon Mega Knight
Wizard Tornado Electro Dragon Ram Rider
Wizard Tornado Electro Dragon Ram Rider Mega Knight
Tornado
Wizard Tornado Electro Dragon
Electro Dragon Wizard Guards
Wizard Electro Dragon Mega Knight
Electro Dragon
Mega Knight
Wizard
Guards Electro Dragon
Wizard Tornado Electro Dragon Ram Rider
Wizard Electro Dragon Mega Knight
Wizard Electro Dragon
Tornado
Electro Dragon Mega Knight
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Tornado Mega Knight
Wizard Electro Dragon Mega Knight

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