My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Magic Archer

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.

Knight Firecracker Rune Giant Giant Skeleton Magic Archer Mega Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Zap

Punishments

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

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.

Knight Rune Giant Giant Skeleton Magic Archer 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.

Firecracker Giant Skeleton Magic Archer

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 Skeleton
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Giant Skeleton Magic Archer
The Log
Firecracker Giant Skeleton
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Giant Skeleton Magic Archer
Fireball
Firecracker Magic Archer
Poison
Firecracker Magic Archer
Lightning
Knight Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Magic Archer 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.

Knight Rune Giant Giant Skeleton 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Berserker Knight Firecracker Rune Giant Magic Archer Giant Skeleton Mega Knight

Shortest cycle

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

10 Zap Berserker Knight Firecracker

Attack Synergies 3 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.

Zap
Firecracker Knight Giant Skeleton Magic Archer Mega Knight
Berserker
Rune Giant
Knight
Firecracker Zap Magic Archer
Firecracker
Zap Knight Giant Skeleton Mega Knight
Rune Giant
Berserker Magic Archer
Giant Skeleton
Zap Firecracker Magic Archer
Magic Archer
Zap Knight Rune Giant Giant Skeleton Mega Knight
Mega Knight
Zap Firecracker Magic Archer

Defense Synergies 3 8

Zap
Mega Knight Knight Firecracker Giant Skeleton Magic Archer
Berserker
Knight
Firecracker Magic Archer Zap
Firecracker
Knight Zap Giant Skeleton Mega Knight
Rune Giant
Giant Skeleton
Zap Firecracker Magic Archer
Magic Archer
Knight Zap Giant Skeleton Mega Knight
Mega Knight
Zap Firecracker Magic Archer

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 Knight Firecracker Magic Archer
Zap Knight Firecracker Mega Knight
Mega Knight Knight Giant Skeleton
Knight Firecracker Mega Knight
Firecracker Giant Skeleton Mega Knight
Zap Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer
Zap Giant Skeleton Magic Archer Mega Knight
Knight Firecracker Giant Skeleton Mega Knight
Berserker Zap Knight Firecracker Giant Skeleton Magic Archer Mega Knight
Zap Firecracker Magic Archer
Mega Knight Zap Knight Giant Skeleton
Mega Knight Zap Firecracker Magic Archer
Knight Mega Knight
Zap Mega Knight
Mega Knight Knight Firecracker
Mega Knight Zap Knight Firecracker Magic Archer
Zap Knight Firecracker Giant Skeleton Magic Archer Mega Knight
Mega Knight Knight Firecracker Giant Skeleton

Counters to secondary win conditions

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

Knight Mega Knight Zap Giant Skeleton
Zap Knight Firecracker Magic Archer Mega Knight
Giant Skeleton Mega Knight Zap Knight
Giant Skeleton Mega Knight Zap Knight
Giant Skeleton Knight Mega Knight
Firecracker Zap Magic Archer
Knight Giant Skeleton
Giant Skeleton Mega Knight Knight
Zap Giant Skeleton Mega Knight Knight Firecracker Magic Archer
Mega Knight Knight Giant Skeleton
Mega Knight Zap Giant Skeleton
Giant Skeleton Mega Knight Knight
Firecracker Magic Archer Mega Knight
Zap Knight Firecracker Giant Skeleton Magic Archer
Mega Knight Zap Firecracker Giant Skeleton Magic Archer
Zap

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.)

Magic Archer Knight Firecracker Giant Skeleton
Firecracker Zap Magic Archer
Giant Skeleton Magic Archer
Knight Firecracker Giant Skeleton
Zap Firecracker Magic Archer Mega Knight
Firecracker Zap Magic Archer
Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker
Firecracker Zap Knight Magic Archer
Zap Firecracker Magic Archer
Knight Firecracker Magic Archer
Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Zap Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer Mega Knight
Giant Skeleton Magic Archer Mega Knight
Zap
Zap Firecracker Magic Archer Mega Knight
Firecracker Zap Magic Archer
Zap Magic Archer Mega Knight
Zap Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker
Zap Magic Archer Mega Knight
Zap Firecracker Magic Archer
Giant Skeleton Mega Knight
Firecracker Magic Archer
Zap Magic Archer
Zap Firecracker Magic Archer
Knight Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer
Zap Giant Skeleton
Firecracker Mega Knight
Zap Firecracker Giant Skeleton Magic Archer
Firecracker Zap Magic Archer
Zap Firecracker Giant Skeleton Magic Archer Mega Knight
Firecracker Mega Knight

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