My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Mega Minion

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.

Mega Minion Battle Ram Rune Giant Prince Giant Skeleton

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram Prince

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.

Battle Ram Rune Giant Prince Giant Skeleton

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.

Giant Skeleton

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
Battle Ram Guards Prince Giant Skeleton
Giant Snowball
Mega Minion Battle Ram Guards
Zap
Battle Ram Guards Prince
Barbarian Barrel
Battle Ram Guards Giant Skeleton
The Log
Battle Ram Guards Prince Giant Skeleton
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mega Minion Battle Ram Guards Prince Giant Skeleton
Fireball
Mega Minion Battle Ram
Poison
Mega Minion Guards
Lightning
Mega Minion Battle Ram Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Mega Minion Battle Ram Guards Rune Giant Prince Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Mega Minion Guards Fireball Battle Ram Rune Giant Prince Giant Skeleton

Shortest cycle

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

13 Arrows Mega Minion Guards Fireball

Attack Synergies 1 7

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
Fireball Mega Minion Battle Ram Prince Giant Skeleton
Mega Minion
Arrows Fireball Giant Skeleton
Fireball
Arrows Mega Minion Battle Ram
Battle Ram
Arrows Fireball
Guards
Rune Giant
Prince
Arrows
Giant Skeleton
Arrows Mega Minion

Defense Synergies 0 8

Arrows
Mega Minion Fireball Prince Giant Skeleton
Mega Minion
Arrows Guards Giant Skeleton
Fireball
Arrows
Battle Ram
Guards
Mega Minion Prince Giant Skeleton
Rune Giant
Prince
Arrows Guards
Giant Skeleton
Arrows Mega Minion Guards

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.

Mega Minion Fireball
Mega Minion Prince
Prince Mega Minion Giant Skeleton
Prince Mega Minion Guards
Arrows Fireball Prince Giant Skeleton
Arrows Fireball Mega Minion Guards
Mega Minion Arrows Fireball
Arrows Fireball Giant Skeleton
Prince
Guards Prince Giant Skeleton
Guards Arrows Mega Minion Fireball Giant Skeleton
Arrows Mega Minion Fireball
Prince Fireball Guards Giant Skeleton
Fireball Arrows Mega Minion Guards Prince
Prince
Fireball Prince
Arrows Fireball Prince
Arrows Fireball Mega Minion Guards Prince
Arrows Mega Minion Fireball Guards Giant Skeleton
Prince
Arrows Fireball Guards Prince Giant Skeleton
Guards

Counters to secondary win conditions

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

Guards Fireball Prince Giant Skeleton
Fireball Arrows Mega Minion Prince
Guards Giant Skeleton Prince
Guards Prince Giant Skeleton Fireball
Giant Skeleton Guards Prince
Arrows Fireball
Guards Prince Mega Minion Fireball Giant Skeleton
Giant Skeleton Prince
Giant Skeleton Mega Minion Fireball Prince
Mega Minion Guards
Mega Minion Guards Prince Giant Skeleton
Arrows Fireball Guards Prince Giant Skeleton
Prince Giant Skeleton Fireball Guards
Fireball
Guards Mega Minion Fireball Prince Giant Skeleton
Arrows Mega Minion Fireball Giant Skeleton
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 Guards Giant Skeleton
Arrows Fireball
Arrows Fireball Giant Skeleton
Arrows Fireball Guards Prince Giant Skeleton
Fireball Arrows
Arrows Fireball Mega Minion
Arrows
Arrows Fireball
Arrows Fireball
Fireball Guards Prince
Arrows Fireball Prince
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Mega Minion Fireball Prince
Arrows Fireball
Fireball Prince Giant Skeleton
Arrows Fireball
Prince
Arrows Fireball
Arrows Fireball
Mega Minion
Arrows Fireball
Fireball Arrows Prince
Fireball Arrows
Arrows Fireball
Mega Minion Fireball Guards
Mega Minion Fireball
Arrows Fireball
Arrows Fireball
Prince Giant Skeleton
Arrows Fireball
Fireball Guards Prince
Fireball Arrows Mega Minion
Arrows Fireball
Fireball Mega Minion Prince
Arrows Fireball
Arrows Fireball Giant Skeleton
Mega Minion Prince
Fireball Guards Giant Skeleton
Fireball
Fireball Prince Giant Skeleton
Prince
Fireball

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