My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon

Defensive buildings

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

Cannon

Investments

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

Balloon Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage Freeze

Punishments

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

Balloon 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.

Balloon 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.

Balloon Electro Wizard

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
Balloon Inferno Dragon
Giant Snowball
Cannon Balloon Inferno Dragon
Zap
Cannon Balloon Inferno Dragon
Barbarian Barrel
Cannon Electro Wizard
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Balloon Electro Wizard Inferno Dragon
Fireball
Cannon Balloon Electro Wizard Inferno Dragon
Poison
Cannon Balloon Electro Wizard
Lightning
Cannon Balloon Electro Wizard Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze 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 Rage Freeze Inferno Dragon 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.

Electro 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.

Rage Arrows Cannon Freeze Electro Wizard Inferno Dragon Balloon Mega Knight

Shortest cycle

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

12 Rage Arrows Cannon Freeze

Attack Synergies 4 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
Balloon Freeze Mega Knight
Cannon
Rage
Balloon Electro Wizard
Freeze
Balloon Arrows
Balloon
Arrows Rage Freeze Electro Wizard Mega Knight
Electro Wizard
Rage Balloon Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows Balloon Electro Wizard

Defense Synergies 1 8

Arrows
Mega Knight Cannon
Cannon
Arrows Electro Wizard Inferno Dragon
Rage
Freeze
Electro Wizard Mega Knight
Balloon
Electro Wizard
Cannon Freeze Inferno Dragon Mega Knight
Inferno Dragon
Cannon Electro Wizard Mega Knight
Mega Knight
Arrows Freeze Electro Wizard Inferno Dragon

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.

Cannon Electro Wizard
Inferno Dragon Cannon Electro Wizard Mega Knight
Cannon Mega Knight Freeze Electro Wizard Inferno Dragon
Cannon Inferno Dragon Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Freeze Cannon Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Arrows Cannon Freeze
Arrows Cannon Electro Wizard Mega Knight
Cannon Inferno Dragon
Cannon Electro Wizard Mega Knight
Electro Wizard Arrows Cannon Freeze Mega Knight
Arrows Inferno Dragon Electro Wizard
Cannon Mega Knight Freeze Electro Wizard
Mega Knight Arrows Cannon Freeze Electro Wizard
Inferno Dragon Cannon Electro Wizard Mega Knight
Cannon Freeze Electro Wizard Inferno Dragon Mega Knight
Mega Knight Arrows Cannon Electro Wizard
Arrows Cannon Mega Knight Electro Wizard
Arrows Freeze Cannon Electro Wizard Inferno Dragon Mega Knight
Cannon Electro Wizard Inferno Dragon
Mega Knight Arrows Cannon Electro Wizard

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Arrows Inferno Dragon Mega Knight
Mega Knight Electro Wizard
Mega Knight Electro Wizard
Cannon Inferno Dragon Mega Knight
Arrows Freeze Electro Wizard
Electro Wizard
Mega Knight Inferno Dragon
Freeze Electro Wizard Mega Knight Inferno Dragon
Cannon Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Arrows Electro Wizard
Mega Knight Cannon
Cannon Mega Knight
Electro Wizard Freeze Inferno Dragon
Arrows Mega Knight Cannon Freeze Electro Wizard Inferno Dragon
Arrows Cannon Electro Wizard

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 Freeze
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows Mega Knight
Arrows Freeze
Arrows
Arrows Freeze
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows
Arrows
Arrows Mega Knight
Arrows Freeze
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Freeze Mega Knight
Inferno Dragon
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Arrows Electro Wizard
Electro Wizard Freeze
Arrows Mega Knight
Arrows Freeze Electro Wizard
Mega Knight
Arrows
Electro Wizard Freeze
Arrows Electro Wizard
Freeze
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Freeze Electro Wizard
Electro Wizard
Freeze Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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