My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Minions Electro 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.

Goblin Demolisher Electro Dragon 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.

Fireball Void

Punishments

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

Electro Giant Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Electro Dragon

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
Minions Goblin Demolisher Guards
Giant Snowball
Minions Guards Electro Dragon
Zap
Minions Guards
Barbarian Barrel
Guards
The Log
Goblin Demolisher Guards
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Goblin Demolisher Guards Electro Dragon
Fireball
Minions Electro Dragon
Poison
Minions Guards Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Goblin Demolisher Electro Dragon 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.

Goblin Demolisher Guards 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.

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.

Minions Fireball

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.

Minions Guards Void Fireball Goblin Demolisher Electro Dragon Electro Giant Mega Knight

Shortest cycle

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

13 Minions Guards Void Fireball

Attack Synergies 1 3

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.

Minions
Mega Knight
Fireball
Mega Knight
Goblin Demolisher
Guards
Void
Electro Giant
Electro Dragon
Mega Knight
Electro Giant
Void
Mega Knight
Minions Fireball Electro Dragon

Defense Synergies 0 3

Minions
Mega Knight
Fireball
Mega Knight
Goblin Demolisher
Guards
Electro Dragon
Void
Electro Dragon
Guards
Electro Giant
Mega Knight
Minions Fireball

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.

Minions Fireball Goblin Demolisher Void Electro Dragon
Minions Electro Dragon Mega Knight
Mega Knight Minions Void Electro Dragon
Minions Guards Electro Dragon Mega Knight
Fireball Goblin Demolisher Mega Knight
Fireball Minions Goblin Demolisher Guards Electro Dragon Mega Knight
Minions Fireball Void Electro Dragon
Fireball Void Electro Dragon Electro Giant Mega Knight
Minions
Guards Mega Knight
Minions Guards Fireball Goblin Demolisher Electro Dragon Electro Giant Mega Knight
Minions Fireball Electro Dragon
Mega Knight Minions Fireball Guards Electro Dragon
Fireball Mega Knight Minions Goblin Demolisher Guards Electro Dragon
Mega Knight
Fireball Electro Giant Mega Knight
Mega Knight Minions Fireball Electro Dragon
Fireball Mega Knight Minions Goblin Demolisher Guards Electro Dragon
Minions Fireball Goblin Demolisher Guards Electro Dragon Mega Knight
Goblin Demolisher Mega Knight Minions Fireball Guards Electro Dragon Electro Giant

Counters to secondary win conditions

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

Guards Mega Knight Fireball Void Electro Giant
Fireball Void Electro Dragon Mega Knight
Guards Mega Knight Minions Electro Dragon
Guards Mega Knight Fireball
Guards Mega Knight
Fireball Electro Giant Minions Goblin Demolisher Electro Dragon
Guards Minions Fireball Void
Mega Knight
Void Electro Dragon Mega Knight Minions Fireball
Guards
Mega Knight Minions Guards Electro Dragon
Mega Knight Fireball Guards Void Electro Giant
Mega Knight Fireball Guards
Fireball Goblin Demolisher Electro Dragon Electro Giant Mega Knight
Guards Electro Dragon Electro Giant Minions Fireball
Minions Mega Knight Fireball Electro Dragon Electro Giant
Fireball Void

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 Void Guards Electro Dragon
Fireball Void Electro Dragon
Fireball Void Electro Dragon
Fireball Guards Void
Fireball Goblin Demolisher Mega Knight
Fireball Electro Giant Minions Electro Dragon
Goblin Demolisher
Fireball Goblin Demolisher Electro Dragon
Fireball Void Electro Dragon
Minions Fireball Guards Void Electro Dragon
Void Fireball Electro Dragon
Fireball Void Electro Dragon
Fireball Void
Minions Fireball Void Electro Dragon
Fireball
Fireball Goblin Demolisher Electro Dragon
Fireball Goblin Demolisher Electro Dragon Mega Knight
Fireball
Minions
Void Fireball Goblin Demolisher Electro Dragon Mega Knight
Fireball Goblin Demolisher Void Electro Dragon Electro Giant Mega Knight
Minions Fireball Void Mega Knight
Fireball Void
Void
Fireball Void Electro Dragon
Goblin Demolisher Electro Giant Fireball Electro Dragon Mega Knight
Fireball Void Electro Dragon
Fireball Void Electro Dragon Mega Knight
Fireball Void
Fireball Void Electro Dragon Electro Giant
Electro Dragon Minions Fireball Guards Void Electro Giant
Fireball Void
Void Fireball Electro Dragon Mega Knight
Void Fireball Electro Dragon
Mega Knight
Fireball
Minions Fireball Guards Void Electro Dragon
Fireball Electro Dragon
Fireball
Fireball Void Electro Dragon Mega Knight
Fireball Electro Dragon
Void Fireball Electro Giant
Electro Dragon Mega Knight
Electro Dragon Electro Giant Minions Fireball Guards
Fireball Void Electro Dragon
Void Electro Dragon Fireball Electro Giant Mega Knight
Fireball Void Electro Dragon Mega Knight
Void

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