My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Tesla Little Prince

Defensive buildings

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

Tesla

Investments

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

Tesla Battle Ram Bandit Mega Knight Little Prince

Offensive cards

Win conditions

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

Battle Ram

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.

Elite Barbarians Battle Ram Bandit 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.

Elite Barbarians Heal Spirit Battle Ram Bandit 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.

Elite Barbarians Bandit

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
Elite Barbarians Battle Ram Bandit
Giant Snowball
Battle Ram Little Prince
Zap
Battle Ram Bandit Little Prince
Barbarian Barrel
Tesla Elite Barbarians Heal Spirit Battle Ram Bandit Little Prince
The Log
Elite Barbarians Heal Spirit Battle Ram Bandit Little Prince
Earthquake
Tesla
Arrows
Heal Spirit Little Prince
Royal Delivery
Elite Barbarians Heal Spirit Battle Ram Bandit Little Prince
Fireball
Tesla Elite Barbarians Battle Ram Bandit Little Prince
Poison
Little Prince
Lightning
Tesla Elite Barbarians Battle Ram Bandit Little Prince
Rocket
Elite Barbarians Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Heal Spirit Battle Ram Mega Knight

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.

Elite Barbarians

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.

Heal Spirit

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.

Heal Spirit Arrows Bandit Little Prince Tesla Battle Ram Elite Barbarians Mega Knight

Shortest cycle

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

10 Heal Spirit Arrows Bandit Little Prince

Attack Synergies 3 11

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
Elite Barbarians Battle Ram Bandit Mega Knight
Tesla
Elite Barbarians
Arrows Heal Spirit Battle Ram Bandit Mega Knight
Heal Spirit
Elite Barbarians Battle Ram Bandit Mega Knight
Battle Ram
Bandit Arrows Elite Barbarians Heal Spirit
Bandit
Battle Ram Arrows Elite Barbarians Heal Spirit Mega Knight Little Prince
Mega Knight
Arrows Elite Barbarians Heal Spirit Bandit
Little Prince
Bandit

Defense Synergies 1 7

Arrows
Mega Knight Tesla Bandit Little Prince
Tesla
Arrows Little Prince
Elite Barbarians
Mega Knight
Heal Spirit
Battle Ram
Bandit
Arrows Mega Knight Little Prince
Mega Knight
Arrows Elite Barbarians Bandit
Little Prince
Arrows Tesla Bandit

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.

Tesla
Elite Barbarians Tesla Bandit Mega Knight
Tesla Mega Knight Elite Barbarians Bandit
Tesla Elite Barbarians Bandit Mega Knight
Arrows Elite Barbarians Mega Knight
Arrows Tesla Bandit Mega Knight
Tesla Arrows Little Prince
Arrows Tesla Bandit Mega Knight
Tesla Elite Barbarians
Elite Barbarians Tesla Bandit Mega Knight Little Prince
Arrows Tesla Bandit Mega Knight
Arrows Tesla
Tesla Mega Knight Elite Barbarians Bandit
Mega Knight Arrows Tesla
Elite Barbarians Tesla Bandit Mega Knight
Tesla Elite Barbarians Bandit Mega Knight
Tesla Mega Knight Arrows Elite Barbarians
Arrows Tesla Mega Knight Elite Barbarians Bandit Little Prince
Arrows Tesla Bandit Mega Knight Little Prince
Tesla Elite Barbarians
Mega Knight Arrows Tesla Elite Barbarians Bandit Little Prince

Counters to secondary win conditions

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

Mega Knight Tesla Elite Barbarians Bandit
Bandit Arrows Tesla Elite Barbarians Mega Knight
Bandit Mega Knight Elite Barbarians
Mega Knight Tesla Elite Barbarians Bandit
Tesla Elite Barbarians Bandit Mega Knight
Arrows Tesla
Tesla Elite Barbarians Bandit
Mega Knight Tesla Elite Barbarians
Mega Knight Elite Barbarians Bandit
Tesla
Mega Knight Tesla Elite Barbarians
Mega Knight Arrows Elite Barbarians
Elite Barbarians Mega Knight Tesla Bandit
Tesla Mega Knight
Tesla Elite Barbarians Little Prince
Arrows Mega Knight Tesla Elite Barbarians

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 Bandit
Arrows Bandit
Arrows Bandit
Arrows
Arrows Mega Knight
Arrows
Arrows
Arrows
Arrows Bandit
Elite Barbarians
Arrows Bandit
Arrows
Elite Barbarians Bandit
Arrows Bandit
Arrows Elite Barbarians
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Arrows Bandit Mega Knight
Arrows Mega Knight Little Prince
Mega Knight
Arrows
Arrows
Arrows Mega Knight Little Prince
Arrows Bandit
Arrows Bandit Mega Knight
Arrows Bandit
Elite Barbarians Arrows Little Prince
Elite Barbarians
Arrows Bandit Mega Knight
Arrows
Mega Knight
Arrows
Bandit
Arrows
Arrows
Mega Knight
Arrows
Arrows
Elite Barbarians Mega Knight
Elite Barbarians
Bandit Mega Knight Little Prince

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