My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies

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.

Zappies Golem Royal Ghost Lumberjack Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Void

Punishments

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

Royal Ghost Lumberjack Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Golem Royal Ghost Lumberjack 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 Golem Royal Ghost Lumberjack

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
Zappies Lumberjack
Zap
Zappies
Barbarian Barrel
Electro Spirit Zappies Royal Ghost Lumberjack
The Log
Electro Spirit Zappies Lumberjack
Earthquake
Zappies
Arrows
Electro Spirit Zappies
Royal Delivery
Electro Spirit Zappies Royal Ghost Lumberjack
Fireball
Zappies Lumberjack
Poison
Zappies
Lightning
Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Royal Ghost 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 Arrows Golem Royal Ghost 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.

Electro Spirit Arrows Void Royal Ghost Zappies Lumberjack Mega Knight Golem

Shortest cycle

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

10 Electro Spirit Arrows Void Royal Ghost

Attack Synergies 2 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.

Electro Spirit
Golem Lumberjack
Arrows
Void Golem Lumberjack Mega Knight
Zappies
Golem Royal Ghost Lumberjack Mega Knight
Void
Arrows
Golem
Arrows Electro Spirit Zappies Lumberjack
Royal Ghost
Zappies Lumberjack Mega Knight
Lumberjack
Electro Spirit Arrows Zappies Golem Royal Ghost Mega Knight
Mega Knight
Arrows Zappies Royal Ghost Lumberjack

Defense Synergies 2 5

Electro Spirit
Lumberjack
Arrows
Void Mega Knight Lumberjack
Zappies
Lumberjack Mega Knight
Void
Arrows
Golem
Royal Ghost
Mega Knight
Lumberjack
Electro Spirit Arrows Zappies
Mega Knight
Arrows Zappies Royal Ghost

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 Void
Lumberjack Zappies Mega Knight
Lumberjack Mega Knight Zappies Void
Lumberjack Zappies Mega Knight
Arrows Lumberjack Mega Knight
Arrows Electro Spirit Zappies Royal Ghost Lumberjack Mega Knight
Electro Spirit Arrows Zappies Void
Electro Spirit Arrows Void Mega Knight
Zappies Lumberjack
Zappies Royal Ghost Lumberjack Mega Knight
Electro Spirit Arrows Zappies Royal Ghost Lumberjack Mega Knight
Arrows Zappies
Lumberjack Mega Knight Zappies
Mega Knight Electro Spirit Arrows Zappies Royal Ghost Lumberjack
Zappies Lumberjack Mega Knight
Zappies Lumberjack Mega Knight
Mega Knight Arrows Zappies Lumberjack
Arrows Mega Knight Electro Spirit Zappies Royal Ghost Lumberjack
Arrows Electro Spirit Zappies Royal Ghost Lumberjack Mega Knight
Zappies Lumberjack
Royal Ghost Mega Knight Electro Spirit Arrows Zappies Lumberjack
Zappies Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zappies Void Royal Ghost
Void Arrows Royal Ghost Lumberjack Mega Knight
Zappies Lumberjack Mega Knight
Lumberjack Mega Knight Zappies
Zappies Lumberjack Mega Knight
Arrows Electro Spirit Zappies
Zappies Void Lumberjack
Mega Knight Zappies Lumberjack
Void Mega Knight Electro Spirit Zappies
Zappies
Mega Knight Zappies Lumberjack
Mega Knight Arrows Void
Mega Knight Zappies Lumberjack
Zappies Mega Knight
Zappies Electro Spirit Lumberjack
Arrows Mega Knight Electro Spirit Zappies Royal Ghost
Electro Spirit Arrows Void

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.)

Void Arrows Royal Ghost
Arrows Void Royal Ghost
Arrows Void
Arrows Void
Arrows Mega Knight
Arrows Electro Spirit
Arrows
Arrows
Arrows Void
Void Lumberjack
Void Arrows
Void Arrows
Void
Arrows Void
Arrows
Arrows
Arrows Mega Knight
Arrows
Void Arrows Mega Knight
Arrows Void Mega Knight
Void Mega Knight
Arrows Void
Void
Arrows Void
Arrows Electro Spirit Mega Knight
Arrows Void Royal Ghost
Void Arrows Mega Knight
Void Arrows
Arrows Void
Electro Spirit Zappies Void
Void
Void Arrows Mega Knight
Void Electro Spirit Arrows Zappies
Mega Knight
Arrows
Electro Spirit Zappies Void
Arrows Zappies
Arrows
Void Lumberjack Mega Knight
Arrows
Void Arrows
Mega Knight
Electro Spirit Zappies
Zappies Void
Void Royal Ghost Mega Knight
Void Mega Knight
Void

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