My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Executioner

Defensive buildings

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

Inferno Tower

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 Wizard Executioner Electro Giant Mega Knight Goblinstein

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Arrows

Punishments

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

Elixir Golem Electro Giant 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.

Elixir Golem Electro Giant 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
Inferno Tower
Barbarian Barrel
Elixir Golem Inferno Tower Wizard Executioner
The Log
Elixir Golem
Earthquake
Elixir Golem Inferno Tower
Arrows
Royal Delivery
Elixir Golem Wizard Executioner
Fireball
Elixir Golem Inferno Tower Wizard Executioner
Poison
Elixir Golem Inferno Tower Wizard Executioner
Lightning
Inferno Tower Wizard Executioner Goblinstein
Rocket
Inferno Tower Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Executioner Electro Giant 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 Inferno Tower Executioner Electro 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.

Arrows Elixir Golem Inferno Tower Wizard Executioner Goblinstein Electro Giant Mega Knight

Shortest cycle

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

16 Arrows Elixir Golem Inferno Tower Wizard

Attack Synergies 0 6

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
Elixir Golem Mega Knight
Elixir Golem
Arrows Wizard Executioner
Inferno Tower
Wizard
Elixir Golem Mega Knight
Executioner
Elixir Golem Mega Knight
Electro Giant
Mega Knight
Arrows Wizard Executioner
Goblinstein

Defense Synergies 1 4

Arrows
Mega Knight Inferno Tower
Elixir Golem
Inferno Tower
Arrows Mega Knight
Wizard
Mega Knight
Executioner
Mega Knight
Electro Giant
Mega Knight
Arrows Inferno Tower Wizard Executioner
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.

Inferno Tower Wizard Executioner
Inferno Tower Executioner Mega Knight
Inferno Tower Mega Knight Executioner
Inferno Tower Mega Knight
Arrows Mega Knight
Arrows Executioner Mega Knight
Inferno Tower Arrows Wizard Executioner
Arrows Inferno Tower Electro Giant Mega Knight
Inferno Tower
Inferno Tower Mega Knight
Executioner Arrows Wizard Electro Giant Mega Knight
Arrows Inferno Tower Executioner Wizard
Inferno Tower Mega Knight Wizard
Wizard Executioner Mega Knight Arrows
Inferno Tower Mega Knight
Inferno Tower Electro Giant Mega Knight
Wizard Mega Knight Arrows Inferno Tower Executioner
Arrows Mega Knight Wizard Executioner
Arrows Wizard Executioner Mega Knight
Inferno Tower
Wizard Mega Knight Arrows Executioner Electro Giant

Counters to secondary win conditions

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

Mega Knight Inferno Tower Electro Giant
Arrows Wizard Executioner Mega Knight
Mega Knight Inferno Tower
Mega Knight Inferno Tower
Inferno Tower Executioner Mega Knight
Arrows Wizard Executioner Electro Giant
Inferno Tower
Inferno Tower Mega Knight
Mega Knight Inferno Tower
Inferno Tower
Mega Knight Inferno Tower
Mega Knight Arrows Electro Giant
Mega Knight Inferno Tower Wizard Executioner
Wizard Executioner Electro Giant Mega Knight
Inferno Tower Electro Giant Executioner
Arrows Executioner Mega Knight Inferno Tower Wizard Electro Giant
Arrows Inferno Tower

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.)

Arrows
Arrows Executioner
Arrows
Arrows
Wizard Executioner Arrows Mega Knight
Arrows Wizard Executioner Electro Giant
Arrows Wizard Executioner
Arrows Wizard Executioner
Arrows Wizard
Arrows Wizard
Arrows Wizard Executioner
Executioner
Arrows
Arrows
Arrows Wizard Executioner
Arrows Wizard Executioner Mega Knight
Arrows
Arrows Wizard Executioner Mega Knight
Arrows Wizard Electro Giant Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Electro Giant Wizard Executioner Mega Knight
Arrows Wizard Executioner
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Executioner Electro Giant
Wizard Electro Giant
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Arrows Wizard Executioner
Arrows
Wizard Executioner Mega Knight
Arrows Wizard Executioner
Arrows Electro Giant
Executioner Mega Knight
Electro Giant
Executioner
Executioner Electro Giant Mega Knight
Wizard Mega Knight

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