My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball Freeze Poison

Punishments

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

Mega Knight

Pump responses

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

Fireball Poison

Dropped at the bridge

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

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 Wizard

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
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Inferno Tower Electro Wizard
The Log
Earthquake
Inferno Tower
Arrows
Royal Delivery
Electro Wizard
Fireball
Inferno Tower Electro Wizard
Poison
Inferno Tower Electro Wizard
Lightning
Inferno Tower Electro Wizard Goblinstein
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze Poison 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.

Inferno Tower Freeze Poison 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.

Fireball Electro 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.

Zap Fireball Freeze Poison Electro Wizard Inferno Tower Goblinstein Mega Knight

Shortest cycle

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

14 Zap Fireball Freeze Poison

Attack Synergies 2 9

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.

Zap
Fireball Electro Wizard Freeze Poison Mega Knight
Fireball
Zap Freeze Electro Wizard Mega Knight
Inferno Tower
Freeze
Zap Fireball Poison
Poison
Zap Freeze Mega Knight
Electro Wizard
Zap Fireball Mega Knight
Mega Knight
Zap Fireball Poison Electro Wizard
Goblinstein

Defense Synergies 4 13

Zap
Fireball Electro Wizard Mega Knight Inferno Tower Poison
Fireball
Zap Inferno Tower Freeze Electro Wizard Mega Knight
Inferno Tower
Electro Wizard Zap Fireball Poison Mega Knight
Freeze
Fireball Electro Wizard Mega Knight
Poison
Zap Inferno Tower Electro Wizard Mega Knight
Electro Wizard
Zap Inferno Tower Fireball Freeze Poison Mega Knight
Mega Knight
Zap Fireball Inferno Tower Freeze Poison Electro Wizard
Goblinstein

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.

Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Zap Electro Wizard Mega Knight
Inferno Tower Mega Knight Freeze Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Fireball Poison Mega Knight
Fireball Freeze Zap Electro Wizard Mega Knight
Inferno Tower Electro Wizard Zap Fireball Freeze Poison
Zap Fireball Inferno Tower Poison Electro Wizard Mega Knight
Inferno Tower
Inferno Tower Electro Wizard Mega Knight
Poison Electro Wizard Zap Fireball Freeze Mega Knight
Inferno Tower Zap Fireball Poison Electro Wizard
Inferno Tower Mega Knight Zap Fireball Freeze Electro Wizard
Fireball Mega Knight Zap Freeze Poison Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Inferno Tower Zap Fireball Freeze Electro Wizard Mega Knight
Mega Knight Fireball Inferno Tower Poison Electro Wizard
Fireball Mega Knight Zap Electro Wizard
Zap Freeze Poison Fireball Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Mega Knight Fireball Poison Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Fireball Inferno Tower Electro Wizard
Fireball Poison Electro Wizard Zap Mega Knight
Mega Knight Zap Inferno Tower Electro Wizard
Mega Knight Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Fireball Poison Zap Freeze Electro Wizard
Fireball Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Zap Freeze Electro Wizard Mega Knight Fireball Inferno Tower Poison
Inferno Tower
Mega Knight Inferno Tower
Mega Knight Zap Fireball Poison Electro Wizard
Mega Knight Fireball Inferno Tower
Fireball Mega Knight
Inferno Tower Electro Wizard Zap Fireball Freeze Poison
Poison Mega Knight Zap Fireball Inferno Tower Freeze Electro Wizard
Fireball Inferno Tower

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 Poison Freeze
Fireball Poison Zap Electro Wizard
Fireball Poison
Fireball Freeze Poison
Fireball Poison Zap Mega Knight
Fireball Poison Zap Freeze
Poison
Fireball Poison Zap Freeze
Fireball Poison Zap
Fireball Poison Electro Wizard
Poison Zap Fireball Electro Wizard
Fireball Poison Zap
Poison Fireball
Fireball Freeze Poison
Zap Fireball Poison
Zap Fireball Poison
Fireball Poison Mega Knight
Fireball Freeze Poison
Zap Fireball Poison Electro Wizard Mega Knight
Zap Fireball Poison Mega Knight
Fireball Poison Mega Knight
Fireball Poison
Zap Fireball Poison
Zap Freeze Poison Fireball Mega Knight
Fireball Poison Zap Electro Wizard
Fireball Zap Poison Mega Knight
Fireball Poison Zap
Poison Zap Fireball Electro Wizard
Zap Electro Wizard Fireball Freeze Poison
Fireball
Poison Zap Fireball Mega Knight
Zap Fireball Freeze Poison Electro Wizard
Mega Knight
Fireball Poison
Zap Electro Wizard Fireball Freeze
Fireball Poison Zap Electro Wizard
Freeze
Fireball
Fireball Poison Electro Wizard Mega Knight
Zap Fireball Poison
Zap Fireball Poison
Mega Knight
Zap Fireball Freeze Poison Electro Wizard
Zap Fireball Poison Electro Wizard
Poison Zap Fireball Freeze Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: