My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Dart Goblin Wizard

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.

Skeletons Wizard Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage

Punishments

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

Elite Barbarians Electro Giant 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 Dart Goblin Electro Giant 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

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
Skeletons Elite Barbarians
Giant Snowball
Skeletons Cannon Dart Goblin
Zap
Skeletons Cannon Dart Goblin
Barbarian Barrel
Skeletons Cannon Elite Barbarians Dart Goblin Wizard
The Log
Skeletons Cannon Elite Barbarians Dart Goblin
Earthquake
Skeletons Cannon
Arrows
Skeletons Dart Goblin
Royal Delivery
Skeletons Elite Barbarians Dart Goblin Wizard
Fireball
Cannon Elite Barbarians Dart Goblin Wizard
Poison
Cannon Dart Goblin Wizard
Lightning
Cannon Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant 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.

Rage Electro Giant 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.

Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Cannon Dart Goblin Wizard Elite Barbarians Electro Giant Mega Knight

Shortest cycle

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

9 Skeletons Rage Cannon Dart Goblin

Attack Synergies 1 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.

Skeletons
Cannon
Elite Barbarians
Rage Dart Goblin Wizard Mega Knight
Dart Goblin
Elite Barbarians Mega Knight
Wizard
Elite Barbarians Rage Mega Knight
Rage
Elite Barbarians Wizard
Electro Giant
Mega Knight
Elite Barbarians Dart Goblin Wizard

Defense Synergies 2 10

Skeletons
Cannon Dart Goblin Elite Barbarians Wizard
Cannon
Skeletons Dart Goblin Wizard Electro Giant
Elite Barbarians
Skeletons Dart Goblin Wizard Mega Knight
Dart Goblin
Skeletons Cannon Elite Barbarians Mega Knight
Wizard
Skeletons Cannon Elite Barbarians Mega Knight
Rage
Electro Giant
Cannon
Mega Knight
Elite Barbarians Dart Goblin 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.

Cannon Dart Goblin Wizard
Elite Barbarians Skeletons Cannon Dart Goblin Mega Knight
Cannon Mega Knight Skeletons Elite Barbarians Dart Goblin
Cannon Elite Barbarians Skeletons Dart Goblin Mega Knight
Elite Barbarians Mega Knight
Skeletons Cannon Dart Goblin Mega Knight
Dart Goblin Cannon Wizard
Cannon Dart Goblin Electro Giant Mega Knight
Cannon Skeletons Elite Barbarians
Elite Barbarians Skeletons Cannon Dart Goblin Mega Knight
Dart Goblin Skeletons Cannon Wizard Electro Giant Mega Knight
Dart Goblin Wizard
Cannon Mega Knight Skeletons Elite Barbarians Wizard
Wizard Mega Knight Cannon Dart Goblin
Elite Barbarians Cannon Mega Knight
Cannon Elite Barbarians Electro Giant Mega Knight
Wizard Mega Knight Skeletons Cannon Elite Barbarians
Cannon Mega Knight Elite Barbarians Dart Goblin Wizard
Wizard Cannon Dart Goblin Mega Knight
Cannon Elite Barbarians Dart Goblin
Wizard Mega Knight Cannon Elite Barbarians Dart Goblin Electro Giant
Cannon

Counters to secondary win conditions

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

Mega Knight Skeletons Elite Barbarians Electro Giant
Elite Barbarians Wizard Mega Knight
Mega Knight Skeletons Elite Barbarians
Mega Knight Elite Barbarians
Skeletons Cannon Elite Barbarians Mega Knight
Wizard Electro Giant Skeletons Dart Goblin
Skeletons Elite Barbarians Dart Goblin
Mega Knight Elite Barbarians
Mega Knight Skeletons Elite Barbarians
Skeletons Cannon Dart Goblin
Mega Knight Elite Barbarians Dart Goblin
Mega Knight Elite Barbarians Electro Giant
Elite Barbarians Mega Knight Skeletons Cannon Wizard
Wizard Cannon Dart Goblin Electro Giant Mega Knight
Elite Barbarians Electro Giant Skeletons Dart Goblin
Mega Knight Cannon Elite Barbarians Dart Goblin Wizard Electro Giant
Cannon

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.)

Dart Goblin
Dart Goblin
Dart Goblin
Dart Goblin
Wizard Mega Knight
Wizard Electro Giant Dart Goblin
Dart Goblin Wizard
Dart Goblin Wizard
Dart Goblin Wizard
Elite Barbarians
Dart Goblin Wizard
Dart Goblin Wizard
Elite Barbarians Dart Goblin
Dart Goblin
Elite Barbarians Dart Goblin
Dart Goblin Wizard
Dart Goblin Wizard Mega Knight
Dart Goblin Wizard Mega Knight
Dart Goblin Wizard Electro Giant Mega Knight
Mega Knight
Wizard
Electro Giant Wizard Mega Knight
Dart Goblin Wizard
Wizard Mega Knight
Dart Goblin
Elite Barbarians Dart Goblin Wizard Electro Giant
Dart Goblin Wizard Electro Giant
Elite Barbarians
Dart Goblin Wizard Mega Knight
Mega Knight
Wizard
Dart Goblin
Dart Goblin Wizard
Dart Goblin Wizard Mega Knight
Dart Goblin Wizard
Electro Giant
Elite Barbarians Dart Goblin Mega Knight
Electro Giant Elite Barbarians Dart Goblin
Dart Goblin
Dart Goblin Electro Giant Mega Knight
Dart Goblin Wizard Mega Knight

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