My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem

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.

Bomber Knight Firecracker Ice Golem Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Freeze

Punishments

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

Elixir Golem 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 Ice Golem Elixir Golem 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

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
Bomber Elixir Golem
Giant Snowball
Bomber
Zap
Bomber Firecracker
Barbarian Barrel
Bomber Knight Firecracker Elixir Golem
The Log
Bomber Firecracker Elixir Golem
Earthquake
Bomber Firecracker Elixir Golem
Arrows
Bomber Firecracker
Royal Delivery
Bomber Knight Firecracker Elixir Golem
Fireball
Bomber Firecracker Elixir Golem
Poison
Bomber Firecracker Elixir Golem
Lightning
Knight Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Golem Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker Ice Golem Freeze Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Golem Elixir Golem Freeze 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.

Ice Golem

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Ice Golem Knight Firecracker Elixir Golem Freeze Mega Knight

Shortest cycle

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

9 Bomber Zap Ice Golem Knight

Attack Synergies 3 12

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.

Bomber
Zap Knight Ice Golem Elixir Golem Mega Knight
Zap
Firecracker Bomber Knight Ice Golem Elixir Golem Freeze Mega Knight
Knight
Firecracker Bomber Zap
Firecracker
Zap Knight Elixir Golem Ice Golem Mega Knight
Ice Golem
Bomber Zap Firecracker
Elixir Golem
Firecracker Bomber Zap
Freeze
Zap
Mega Knight
Bomber Zap Firecracker

Defense Synergies 5 7

Bomber
Knight Ice Golem Zap
Zap
Mega Knight Bomber Knight Firecracker Ice Golem
Knight
Bomber Firecracker Zap
Firecracker
Knight Ice Golem Zap Mega Knight
Ice Golem
Bomber Firecracker Zap Mega Knight
Elixir Golem
Freeze
Mega Knight
Mega Knight
Zap Firecracker Ice Golem Freeze

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.

Bomber Zap Knight Firecracker Ice Golem
Zap Knight Firecracker Mega Knight
Mega Knight Bomber Knight Freeze
Knight Firecracker Mega Knight
Bomber Firecracker Mega Knight
Freeze Bomber Zap Firecracker Mega Knight
Zap Firecracker Freeze
Zap Ice Golem Mega Knight
Knight Bomber Firecracker Ice Golem Mega Knight
Bomber Zap Knight Firecracker Ice Golem Freeze Mega Knight
Zap Firecracker
Mega Knight Bomber Zap Knight Freeze
Bomber Mega Knight Zap Firecracker Freeze
Knight Mega Knight
Zap Freeze Mega Knight
Mega Knight Bomber Knight Firecracker
Mega Knight Bomber Zap Knight Firecracker
Zap Freeze Bomber Knight Firecracker Ice Golem Mega Knight
Bomber Mega Knight Knight Firecracker

Counters to secondary win conditions

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

Knight Mega Knight Zap Ice Golem
Bomber Zap Knight Firecracker Ice Golem Mega Knight
Mega Knight Zap Knight Ice Golem
Mega Knight Zap Knight Ice Golem
Knight Mega Knight
Firecracker Zap Ice Golem Freeze
Knight Ice Golem
Mega Knight Knight
Zap Freeze Mega Knight Knight Firecracker Ice Golem
Mega Knight Knight
Mega Knight Zap
Mega Knight Knight Ice Golem
Bomber Firecracker Mega Knight
Bomber Zap Knight Firecracker Ice Golem Freeze
Mega Knight Bomber Zap Firecracker Ice Golem Freeze
Bomber 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.)

Knight Firecracker Ice Golem Freeze
Firecracker Zap
Knight Firecracker Ice Golem Freeze
Bomber Zap Firecracker Mega Knight
Firecracker Zap Ice Golem Freeze
Bomber Firecracker
Zap Firecracker Ice Golem Freeze
Zap Firecracker
Firecracker Zap Knight
Zap Firecracker
Knight Firecracker Ice Golem
Firecracker Freeze
Zap Firecracker Ice Golem
Bomber Zap Firecracker
Firecracker Mega Knight
Freeze
Bomber
Bomber Zap Firecracker Mega Knight
Bomber Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Ice Golem Freeze Bomber Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Zap Firecracker Ice Golem
Zap Firecracker Freeze
Bomber Zap Mega Knight
Zap Firecracker Freeze
Mega Knight
Firecracker
Zap Freeze
Zap Firecracker
Freeze
Knight Firecracker Mega Knight
Bomber Zap Firecracker Ice Golem
Zap
Firecracker Mega Knight
Zap Firecracker Freeze
Firecracker Zap
Zap Firecracker Freeze Mega Knight
Firecracker Mega Knight

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