My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 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!
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.

Tesla Wizard Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Royal Giant Wizard Mega Knight Little Prince

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.

Rocket Tornado

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Giant Mega Knight

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 Skeleton Army
Giant Snowball
Skeleton Army Little Prince
Zap
Royal Giant Skeleton Army Little Prince
Barbarian Barrel
Tesla Wizard Skeleton Army Little Prince
The Log
Royal Giant Skeleton Army Little Prince
Earthquake
Tesla Skeleton Army
Arrows
Skeleton Army Little Prince
Royal Delivery
Wizard Skeleton Army Little Prince
Fireball
Tesla Wizard Skeleton Army Little Prince
Poison
Wizard Skeleton Army Little Prince
Lightning
Tesla Wizard Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Tornado Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rocket Skeleton Army Tornado 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 Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Tornado Little Prince Tesla Wizard Royal Giant Rocket Mega Knight

Shortest cycle

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

13 Skeleton Army Tornado Little Prince Tesla

Attack Synergies 2 5

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.

Tesla
Royal Giant
Wizard Rocket Tornado
Wizard
Tornado Royal Giant Mega Knight
Rocket
Tornado Royal Giant
Skeleton Army
Tornado
Wizard Rocket Royal Giant Mega Knight
Mega Knight
Wizard Tornado
Little Prince

Defense Synergies 2 8

Tesla
Wizard Skeleton Army Tornado Little Prince
Royal Giant
Wizard
Tornado Tesla Skeleton Army Mega Knight
Rocket
Tornado
Skeleton Army
Tesla Wizard
Tornado
Wizard Rocket Tesla Mega Knight Little Prince
Mega Knight
Wizard Tornado
Little Prince
Tesla Tornado

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.

Rocket Tesla Wizard
Skeleton Army Tesla Mega Knight
Tesla Rocket Skeleton Army Tornado Mega Knight
Tesla Skeleton Army Mega Knight
Rocket Skeleton Army Tornado Mega Knight
Skeleton Army Tornado Tesla Mega Knight
Tesla Rocket Tornado Wizard Little Prince
Rocket Tesla Mega Knight
Tesla Skeleton Army Tornado
Skeleton Army Tornado Tesla Mega Knight Little Prince
Skeleton Army Tesla Wizard Tornado Mega Knight
Tesla Wizard Tornado
Tesla Skeleton Army Mega Knight Wizard Rocket
Wizard Rocket Skeleton Army Mega Knight Tesla Tornado
Skeleton Army Tesla Mega Knight
Rocket Skeleton Army Tornado Tesla Mega Knight
Tesla Wizard Mega Knight Skeleton Army Tornado
Tesla Mega Knight Wizard Skeleton Army Tornado Little Prince
Wizard Tornado Tesla Mega Knight Little Prince
Tesla Tornado
Wizard Skeleton Army Mega Knight Tesla Little Prince
Tesla Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla
Tesla Wizard Rocket Mega Knight
Skeleton Army Mega Knight Rocket
Rocket Skeleton Army Mega Knight Tesla Tornado
Tesla Skeleton Army Mega Knight
Wizard Rocket Tesla Tornado
Rocket Skeleton Army Tesla
Mega Knight Tesla Skeleton Army
Rocket Mega Knight Skeleton Army Tornado
Tesla Skeleton Army
Mega Knight Tesla
Rocket Skeleton Army Mega Knight Tornado
Rocket Skeleton Army Mega Knight Tesla Wizard
Wizard Tesla Skeleton Army Mega Knight
Tesla Skeleton Army Rocket Tornado Little Prince
Mega Knight Tesla 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.)

Rocket
Tornado
Rocket
Rocket
Wizard Rocket Mega Knight
Wizard Rocket Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado
Rocket Tornado
Rocket Wizard Tornado
Wizard Rocket Tornado
Rocket
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket Tornado
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Tornado Mega Knight Little Prince
Rocket Mega Knight
Rocket Wizard Tornado
Rocket Tornado
Rocket
Tornado Wizard Mega Knight Little Prince
Wizard Tornado
Wizard Tornado Mega Knight
Rocket Tornado
Wizard Tornado Little Prince
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Mega Knight
Rocket Wizard
Rocket Skeleton Army
Rocket Wizard Tornado
Wizard Rocket Mega Knight
Wizard
Rocket Tornado
Mega Knight
Rocket Tornado
Rocket Tornado
Rocket Tornado Mega Knight Little Prince
Wizard Rocket Mega Knight

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