My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Magic Archer

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 Suspicious Bush Cannon Cart Magic Archer 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 Rage

Punishments

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

Royal Giant Cannon Cart 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.

Goblins Royal Giant Cannon Cart Magic Archer 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.

Magic Archer

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 Cannon Cart
Giant Snowball
Goblins
Zap
Goblins Royal Giant Cannon Cart
Barbarian Barrel
Goblins Cannon Cart Magic Archer
The Log
Goblins Royal Giant Suspicious Bush Cannon Cart
Earthquake
Arrows
Goblins Suspicious Bush
Royal Delivery
Goblins Cannon Cart Magic Archer
Fireball
Suspicious Bush Cannon Cart Magic Archer
Poison
Suspicious Bush Magic Archer
Lightning
Cannon Cart Magic Archer
Rocket
Cannon Cart Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Magic Archer 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.

Suspicious Bush Rage 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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Suspicious Bush Rage Fireball Magic Archer Cannon Cart Royal Giant Mega Knight

Shortest cycle

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

10 Goblins Suspicious Bush Rage Fireball

Attack Synergies 1 8

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.

Goblins
Royal Giant
Royal Giant
Fireball Goblins Cannon Cart Magic Archer
Suspicious Bush
Fireball
Royal Giant Magic Archer Mega Knight
Rage
Cannon Cart
Cannon Cart
Royal Giant Rage Magic Archer
Magic Archer
Royal Giant Fireball Cannon Cart Mega Knight
Mega Knight
Fireball Magic Archer

Defense Synergies 0 5

Goblins
Cannon Cart Magic Archer
Royal Giant
Suspicious Bush
Fireball
Mega Knight
Rage
Cannon Cart
Goblins Magic Archer
Magic Archer
Goblins Cannon Cart Mega Knight
Mega Knight
Fireball Magic Archer

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 Cart Fireball Magic Archer
Goblins Cannon Cart Mega Knight
Mega Knight Goblins Cannon Cart
Goblins Cannon Cart Mega Knight
Fireball Mega Knight
Fireball Goblins Cannon Cart Magic Archer Mega Knight
Fireball Magic Archer
Fireball Cannon Cart Magic Archer Mega Knight
Goblins
Goblins Cannon Cart Mega Knight
Goblins Fireball Cannon Cart Magic Archer Mega Knight
Fireball Magic Archer
Mega Knight Fireball Cannon Cart
Fireball Mega Knight Goblins Cannon Cart Magic Archer
Cannon Cart Mega Knight
Fireball Mega Knight
Mega Knight Goblins Fireball Cannon Cart
Fireball Mega Knight Goblins Cannon Cart Magic Archer
Fireball Cannon Cart Magic Archer Mega Knight
Cannon Cart
Mega Knight Goblins Fireball Cannon Cart

Counters to secondary win conditions

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

Mega Knight Goblins Fireball Cannon Cart
Fireball Cannon Cart Magic Archer Mega Knight
Mega Knight Goblins Cannon Cart
Mega Knight Fireball Cannon Cart
Cannon Cart Mega Knight
Fireball Magic Archer
Goblins Fireball Cannon Cart
Mega Knight Cannon Cart
Mega Knight Goblins Fireball Cannon Cart Magic Archer
Mega Knight Cannon Cart
Mega Knight Fireball
Cannon Cart Mega Knight Fireball
Fireball Cannon Cart Magic Archer Mega Knight
Goblins Fireball Cannon Cart Magic Archer
Mega Knight Fireball Cannon Cart Magic Archer
Fireball

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 Magic Archer
Fireball Magic Archer
Fireball Cannon Cart Magic Archer
Cannon Cart Fireball
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Magic Archer
Fireball Magic Archer
Fireball
Goblins Fireball
Fireball Cannon Cart Magic Archer
Fireball Magic Archer
Fireball Cannon Cart Magic Archer
Fireball Cannon Cart Magic Archer
Fireball Cannon Cart Magic Archer
Fireball Cannon Cart Magic Archer
Magic Archer Fireball Cannon Cart Mega Knight
Fireball
Fireball Magic Archer Mega Knight
Fireball Magic Archer Mega Knight
Fireball Magic Archer Mega Knight
Fireball
Fireball Cannon Cart
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Mega Knight
Fireball Magic Archer
Fireball Cannon Cart Magic Archer
Fireball Magic Archer
Fireball
Fireball Cannon Cart Magic Archer Mega Knight
Fireball Magic Archer
Fireball
Cannon Cart Mega Knight
Fireball Magic Archer
Fireball Magic Archer
Fireball Cannon Cart Magic Archer Mega Knight
Cannon Cart
Fireball Mega Knight

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