My Best Clash Royale Deck

Deck Check Rating

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

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.

Missing

Defensive buildings

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

X-Bow

Investments

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

Elixir Golem X-Bow Mega Knight

Offensive cards

Win conditions

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

Elixir Golem X-Bow

Damage spells

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

Zap Arrows Fireball

Punishments

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

Elixir Golem X-Bow Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Elixir Golem Battle Healer X-Bow Mega Knight

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
Elixir Golem
Giant Snowball
Zap
X-Bow
Barbarian Barrel
Elixir Golem X-Bow
The Log
Elixir Golem X-Bow
Earthquake
Elixir Golem X-Bow
Arrows
Royal Delivery
Elixir Golem Battle Healer
Fireball
Elixir Golem Battle Healer X-Bow
Poison
Elixir Golem Battle Healer X-Bow
Lightning
Battle Healer X-Bow
Rocket
Battle Healer X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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 Elixir Golem Battle Healer Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Zap Arrows Elixir Golem Fireball Battle Healer X-Bow Mega Knight

Shortest cycle

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

8 Mirror Zap Arrows Elixir Golem

Attack Synergies 9 13

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.

Zap
Arrows Fireball Mirror X-Bow Elixir Golem Battle Healer Mega Knight
Arrows
Zap Fireball Mirror Elixir Golem Battle Healer X-Bow Mega Knight
Elixir Golem
Battle Healer Zap Arrows Fireball Mirror
Fireball
Zap Arrows Mirror X-Bow Elixir Golem Mega Knight
Battle Healer
Elixir Golem Zap Arrows Mirror X-Bow
Mirror
Zap Arrows Fireball Elixir Golem Battle Healer X-Bow
X-Bow
Zap Fireball Arrows Battle Healer Mirror
Mega Knight
Zap Arrows Fireball

Defense Synergies 8 9

Zap
Fireball Mirror Mega Knight Arrows Battle Healer X-Bow
Arrows
Mirror Mega Knight Zap Fireball Battle Healer
Elixir Golem
Fireball
Zap Mirror X-Bow Arrows Battle Healer Mega Knight
Battle Healer
Mirror Zap Arrows Fireball X-Bow
Mirror
Zap Arrows Fireball Battle Healer Mega Knight
X-Bow
Fireball Zap Battle Healer
Mega Knight
Zap Arrows Fireball Mirror

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.

Zap Fireball X-Bow
Zap Battle Healer X-Bow Mega Knight
Mega Knight
Mega Knight
Arrows Fireball Battle Healer X-Bow Mega Knight
Arrows Fireball Zap X-Bow Mega Knight
Zap Arrows Fireball X-Bow
Zap Arrows Fireball Battle Healer X-Bow Mega Knight
X-Bow
Battle Healer Mega Knight
Zap Arrows Fireball X-Bow Mega Knight
Arrows Zap Fireball
Mega Knight Zap Fireball Battle Healer X-Bow
Fireball Mega Knight Zap Arrows X-Bow
X-Bow Mega Knight
Zap Fireball X-Bow Mega Knight
Mega Knight Arrows Fireball X-Bow
Arrows Fireball Mega Knight Zap Battle Healer X-Bow
Zap Arrows Fireball Battle Healer Mega Knight
Mega Knight Arrows Fireball Battle Healer

Counters to secondary win conditions

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

Mega Knight Zap Fireball Battle Healer X-Bow
Fireball Zap Arrows Battle Healer X-Bow Mega Knight
Mega Knight Zap Battle Healer
Mega Knight Zap Fireball Battle Healer X-Bow
Battle Healer Mega Knight
Arrows Fireball Zap
Fireball Battle Healer
Mega Knight Battle Healer
Zap Mega Knight Fireball X-Bow
Mega Knight
Mega Knight Zap Arrows Fireball
Mega Knight Fireball
Fireball Mega Knight
Zap Fireball Battle Healer X-Bow
Arrows Mega Knight Zap Fireball Battle Healer
Zap Arrows Fireball

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.)

Fireball Arrows X-Bow
Arrows Fireball Zap X-Bow
Arrows Fireball X-Bow
Arrows Fireball
Fireball Zap Arrows Mega Knight
Arrows Fireball Zap
Arrows
Arrows Fireball X-Bow Zap
Arrows Fireball Zap X-Bow
Fireball X-Bow
Zap Arrows Fireball X-Bow
Fireball Zap Arrows
Fireball
Arrows Fireball X-Bow
Zap Arrows Fireball X-Bow
X-Bow Zap Arrows Fireball
Arrows Fireball X-Bow Mega Knight
Arrows Fireball
Zap Arrows Fireball X-Bow Mega Knight
Zap Arrows Fireball X-Bow Mega Knight
Fireball X-Bow Mega Knight
Arrows Fireball
X-Bow
Zap Arrows Fireball X-Bow
Zap Arrows Fireball Mega Knight
Arrows Fireball X-Bow Zap
Fireball Zap Arrows X-Bow Mega Knight
Fireball Zap Arrows X-Bow
Zap Arrows Fireball X-Bow
Zap Fireball
Fireball
Zap Arrows Fireball X-Bow Mega Knight
Zap Arrows Fireball
Mega Knight
Arrows Fireball
Zap Fireball X-Bow
Fireball Zap Arrows
Arrows Fireball
Fireball Mega Knight
Arrows Zap Fireball
Zap Arrows Fireball
Mega Knight
Zap Fireball
Zap Fireball
Zap Fireball X-Bow Mega Knight
Fireball Mega Knight

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