My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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!
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.

Wizard Inferno Dragon

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.

Wizard Rune Giant Bandit Inferno Dragon Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Rune Giant

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.

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.

Rune Giant Bandit Mega Knight Mighty Miner

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.

Bandit Mighty Miner

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
Bandit Inferno Dragon Mighty Miner
Giant Snowball
Inferno Dragon Mighty Miner
Zap
Bandit Inferno Dragon Mighty Miner
Barbarian Barrel
Wizard Bandit
The Log
Bandit
Earthquake
Arrows
Royal Delivery
Wizard Bandit Inferno Dragon
Fireball
Wizard Bandit Inferno Dragon Mighty Miner
Poison
Wizard
Lightning
Wizard Bandit Inferno Dragon Mighty Miner
Rocket
Wizard Inferno Dragon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Rune Giant Inferno Dragon Mega Knight Mighty Miner

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Arrows Bandit Rune Giant Inferno Dragon Mighty Miner Wizard Mega Knight

Shortest cycle

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

12 Berserker Arrows Bandit Rune Giant

Attack Synergies 4 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.

Berserker
Rune Giant
Arrows
Bandit Mega Knight Mighty Miner
Wizard
Bandit Mega Knight
Rune Giant
Berserker Inferno Dragon Mighty Miner
Bandit
Arrows Wizard Mega Knight
Inferno Dragon
Rune Giant Mega Knight
Mega Knight
Inferno Dragon Arrows Wizard Bandit
Mighty Miner
Rune Giant Arrows

Defense Synergies 1 6

Berserker
Arrows
Mega Knight Bandit
Wizard
Bandit Mega Knight Mighty Miner
Rune Giant
Bandit
Arrows Wizard Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Arrows Wizard Bandit Inferno Dragon
Mighty Miner
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.

Wizard
Inferno Dragon Bandit Mega Knight
Mega Knight Bandit Inferno Dragon
Inferno Dragon Bandit Mega Knight
Arrows Mega Knight
Arrows Bandit Mega Knight
Inferno Dragon Arrows Wizard
Arrows Bandit Mega Knight
Inferno Dragon Mighty Miner
Bandit Mega Knight
Berserker Arrows Wizard Bandit Mega Knight
Arrows Inferno Dragon Wizard
Mega Knight Wizard Bandit
Wizard Mega Knight Arrows
Inferno Dragon Bandit Mega Knight
Bandit Inferno Dragon Mega Knight
Wizard Mega Knight Arrows
Arrows Mega Knight Wizard Bandit
Arrows Wizard Bandit Inferno Dragon Mega Knight
Inferno Dragon
Wizard Mega Knight Arrows Bandit
Inferno Dragon Mighty Miner

Counters to secondary win conditions

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

Mega Knight Bandit
Bandit Arrows Wizard Inferno Dragon Mega Knight
Bandit Mega Knight
Mega Knight Bandit
Bandit Inferno Dragon Mega Knight Mighty Miner
Arrows Wizard
Bandit
Mega Knight Mighty Miner Inferno Dragon
Mega Knight Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Arrows
Mega Knight Wizard Bandit
Wizard Mega Knight
Inferno Dragon Mighty Miner
Arrows Mega Knight Wizard Inferno Dragon Mighty Miner
Arrows

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
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows Wizard
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit Mega Knight
Arrows
Arrows Wizard Bandit Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Inferno Dragon
Arrows Wizard Bandit
Arrows Wizard Bandit Mega Knight
Arrows Bandit
Arrows Wizard
Wizard
Arrows Wizard Bandit Mega Knight
Arrows
Mighty Miner Mega Knight
Arrows Wizard
Bandit
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Bandit Mega Knight
Inferno Dragon
Wizard Mega Knight

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