My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Electro Dragon Goblin Giant

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.

Suspicious Bush Zappies Electro Dragon Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Tornado Poison

Punishments

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

Goblin Giant Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Goblin Giant 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

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
Zappies Guards Electro Dragon
Zap
Zappies Guards Goblin Giant
Barbarian Barrel
Zappies Guards
The Log
Suspicious Bush Zappies Guards
Earthquake
Zappies Guards
Arrows
Suspicious Bush Zappies Guards
Royal Delivery
Zappies Guards Electro Dragon
Fireball
Suspicious Bush Zappies Electro Dragon
Poison
Suspicious Bush Zappies Guards Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Poison Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Poison 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.

Suspicious Bush Guards Tornado Poison Mega Knight

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.

Suspicious Bush Guards Tornado Zappies Poison Electro Dragon Goblin Giant Mega Knight

Shortest cycle

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

12 Suspicious Bush Guards Tornado Zappies

Attack Synergies 0 12

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.

Suspicious Bush
Zappies
Electro Dragon Goblin Giant Mega Knight
Guards
Tornado
Poison Electro Dragon Goblin Giant Mega Knight
Poison
Tornado Electro Dragon Goblin Giant Mega Knight
Electro Dragon
Zappies Tornado Poison Goblin Giant Mega Knight
Goblin Giant
Zappies Tornado Poison Electro Dragon
Mega Knight
Zappies Tornado Poison Electro Dragon

Defense Synergies 0 10

Suspicious Bush
Zappies
Guards Tornado Mega Knight
Guards
Zappies Poison Electro Dragon
Tornado
Zappies Poison Electro Dragon Goblin Giant Mega Knight
Poison
Guards Tornado Mega Knight
Electro Dragon
Guards Tornado
Goblin Giant
Tornado
Mega Knight
Zappies Tornado Poison

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.

Zappies Electro Dragon Goblin Giant
Zappies Electro Dragon Mega Knight
Tornado Mega Knight Zappies Electro Dragon
Zappies Guards Electro Dragon Mega Knight
Tornado Poison Mega Knight
Tornado Zappies Guards Electro Dragon Mega Knight
Tornado Zappies Poison Electro Dragon
Poison Electro Dragon Goblin Giant Mega Knight
Zappies Tornado
Guards Tornado Zappies Mega Knight
Guards Poison Zappies Tornado Electro Dragon Goblin Giant Mega Knight
Zappies Tornado Poison Electro Dragon
Mega Knight Zappies Guards Electro Dragon
Mega Knight Zappies Guards Tornado Poison Electro Dragon
Zappies Mega Knight
Tornado Zappies Mega Knight
Mega Knight Zappies Tornado Poison Electro Dragon
Mega Knight Zappies Guards Tornado Electro Dragon
Tornado Poison Zappies Guards Electro Dragon Mega Knight
Zappies Tornado
Mega Knight Zappies Guards Poison Electro Dragon Goblin Giant
Zappies Guards

Counters to secondary win conditions

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

Guards Mega Knight Zappies
Poison Electro Dragon Mega Knight
Zappies Guards Mega Knight Electro Dragon Goblin Giant
Guards Mega Knight Zappies Tornado Goblin Giant
Zappies Guards Goblin Giant Mega Knight
Poison Zappies Tornado Electro Dragon Goblin Giant
Guards Zappies Goblin Giant
Mega Knight Zappies Goblin Giant
Electro Dragon Mega Knight Zappies Tornado Poison
Zappies Guards Goblin Giant
Mega Knight Zappies Guards Electro Dragon
Mega Knight Guards Tornado Poison Goblin Giant
Mega Knight Zappies Guards Goblin Giant
Zappies Electro Dragon Mega Knight
Zappies Guards Electro Dragon Tornado Poison Goblin Giant
Poison Mega Knight Zappies 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.)

Poison Guards Electro Dragon
Poison Tornado Electro Dragon
Poison Electro Dragon Goblin Giant
Guards Poison
Poison Mega Knight
Poison Tornado Electro Dragon Goblin Giant
Tornado Poison
Poison Tornado Electro Dragon
Poison Tornado Electro Dragon
Guards Tornado Poison Electro Dragon
Poison Tornado Electro Dragon
Poison Tornado Electro Dragon
Poison
Poison Electro Dragon
Poison
Poison Electro Dragon
Poison Electro Dragon Mega Knight
Tornado Poison
Poison Electro Dragon Mega Knight
Tornado Poison Electro Dragon Mega Knight
Poison Mega Knight
Tornado Poison
Tornado
Poison Electro Dragon
Tornado Poison Electro Dragon Mega Knight
Poison Tornado Electro Dragon
Tornado Poison Electro Dragon Mega Knight
Poison Tornado
Poison Tornado Electro Dragon
Electro Dragon Zappies Guards Poison
Poison Electro Dragon Mega Knight
Zappies Poison Electro Dragon
Mega Knight
Poison
Zappies Guards Electro Dragon
Poison Zappies Tornado Electro Dragon
Poison Electro Dragon Mega Knight
Poison Electro Dragon
Tornado Poison
Electro Dragon Mega Knight
Electro Dragon Zappies Guards Tornado Poison
Zappies Tornado Poison Electro Dragon
Poison Electro Dragon Tornado Goblin Giant Mega Knight
Electro Dragon Mega Knight
Poison

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