My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Wizard

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.

Royal Giant Royal Recruits Goblin Demolisher Baby Dragon Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball

Punishments

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

Royal Giant Royal Recruits Lumberjack Mega Knight

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.

Royal Giant Royal Recruits Baby Dragon Lumberjack 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.

Electro Wizard Lumberjack

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
Royal Giant Royal Recruits Goblin Demolisher
Giant Snowball
Royal Recruits Baby Dragon Lumberjack
Zap
Royal Giant
Barbarian Barrel
Royal Recruits Electro Wizard Lumberjack
The Log
Royal Giant Royal Recruits Goblin Demolisher Lumberjack
Earthquake
Arrows
Royal Recruits
Royal Delivery
Royal Recruits Goblin Demolisher Baby Dragon Electro Wizard Lumberjack
Fireball
Baby Dragon Electro Wizard Lumberjack
Poison
Royal Recruits Electro Wizard
Lightning
Baby Dragon Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Goblin Demolisher Baby Dragon 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.

Royal Recruits Goblin Demolisher Baby Dragon 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.

Royal Giant 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fireball Goblin Demolisher Baby Dragon Electro Wizard Lumberjack Royal Giant Royal Recruits Mega Knight

Shortest cycle

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

16 Fireball Goblin Demolisher Baby Dragon Electro Wizard

Attack Synergies 1 14

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.

Royal Giant
Fireball Baby Dragon Electro Wizard Lumberjack
Royal Recruits
Electro Wizard Lumberjack
Fireball
Royal Giant Baby Dragon Electro Wizard Mega Knight
Goblin Demolisher
Baby Dragon
Royal Giant Fireball Electro Wizard Lumberjack Mega Knight
Electro Wizard
Royal Giant Royal Recruits Fireball Baby Dragon Lumberjack Mega Knight
Lumberjack
Royal Giant Royal Recruits Baby Dragon Electro Wizard Mega Knight
Mega Knight
Fireball Baby Dragon Electro Wizard Lumberjack

Defense Synergies 0 7

Royal Giant
Royal Recruits
Fireball
Electro Wizard Lumberjack Mega Knight
Goblin Demolisher
Baby Dragon
Lumberjack Mega Knight
Electro Wizard
Fireball Lumberjack Mega Knight
Lumberjack
Fireball Baby Dragon Electro Wizard
Mega Knight
Fireball Baby Dragon Electro Wizard

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.

Royal Recruits Fireball Baby Dragon Electro Wizard
Lumberjack Royal Recruits Electro Wizard Mega Knight
Lumberjack Mega Knight Royal Recruits Electro Wizard
Royal Recruits Lumberjack Electro Wizard Mega Knight
Royal Recruits Fireball Lumberjack Mega Knight
Fireball Baby Dragon Electro Wizard Lumberjack Mega Knight
Electro Wizard Fireball Baby Dragon
Royal Recruits Fireball Baby Dragon Electro Wizard Mega Knight
Royal Recruits Lumberjack
Royal Recruits Electro Wizard Lumberjack Mega Knight
Electro Wizard Royal Recruits Fireball Baby Dragon Lumberjack Mega Knight
Fireball Baby Dragon Electro Wizard
Royal Recruits Lumberjack Mega Knight Fireball Electro Wizard
Fireball Mega Knight Royal Recruits Baby Dragon Electro Wizard Lumberjack
Royal Recruits Electro Wizard Lumberjack Mega Knight
Royal Recruits Fireball Electro Wizard Lumberjack Mega Knight
Mega Knight Royal Recruits Fireball Electro Wizard Lumberjack
Fireball Mega Knight Royal Recruits Baby Dragon Electro Wizard Lumberjack
Baby Dragon Royal Recruits Fireball Electro Wizard Lumberjack Mega Knight
Royal Recruits Electro Wizard Lumberjack
Royal Recruits Mega Knight Fireball Baby Dragon Electro Wizard Lumberjack

Counters to secondary win conditions

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

Royal Recruits Lumberjack Mega Knight Fireball Electro Wizard
Fireball Electro Wizard Baby Dragon Lumberjack Mega Knight
Royal Recruits Lumberjack Mega Knight Electro Wizard
Royal Recruits Lumberjack Mega Knight Fireball Electro Wizard
Royal Recruits Lumberjack Mega Knight
Fireball Baby Dragon Electro Wizard
Royal Recruits Fireball Electro Wizard Lumberjack
Mega Knight Royal Recruits Lumberjack
Royal Recruits Electro Wizard Mega Knight Fireball Baby Dragon
Royal Recruits
Mega Knight Royal Recruits Lumberjack
Royal Recruits Mega Knight Fireball Electro Wizard
Royal Recruits Mega Knight Fireball Lumberjack
Royal Recruits Fireball Baby Dragon Mega Knight
Royal Recruits Electro Wizard Fireball Baby Dragon Lumberjack
Mega Knight Royal Recruits Fireball Baby Dragon 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.)

Fireball Royal Recruits Baby Dragon
Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon
Royal Recruits Fireball
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Electro Wizard Lumberjack
Royal Recruits Fireball Electro Wizard
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Royal Recruits Fireball Baby Dragon Mega Knight
Fireball
Fireball Baby Dragon Electro Wizard Mega Knight
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Mega Knight
Fireball
Royal Recruits Fireball Baby Dragon
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Electro Wizard
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Fireball Baby Dragon Electro Wizard
Electro Wizard Fireball
Fireball
Fireball Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Royal Recruits Fireball
Fireball Baby Dragon Electro Wizard
Fireball
Fireball Baby Dragon Electro Wizard Lumberjack Mega Knight
Fireball Baby Dragon
Fireball
Royal Recruits Mega Knight
Royal Recruits Fireball Baby Dragon Electro Wizard
Fireball Electro Wizard
Royal Recruits Fireball Baby Dragon Electro Wizard Mega Knight

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