My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard Phoenix

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 Electro Giant Phoenix 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.

Arrows Fireball

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

Dropped at the bridge

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

Barbarians Electro Giant Phoenix 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
Phoenix
Giant Snowball
Barbarians
Zap
Barbarian Barrel
Barbarians Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard
Fireball
Barbarians Wizard
Poison
Barbarians Wizard Phoenix
Lightning
Wizard Phoenix
Rocket
Barbarians Wizard Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard 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.

Arrows 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.

Barbarians Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Fireball Phoenix Barbarians Wizard Electro Giant Mega Knight

Shortest cycle

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

11 Mirror Arrows Fireball Phoenix

Attack Synergies 5 4

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.

Arrows
Fireball Mirror Phoenix Mega Knight
Barbarians
Fireball
Arrows Mirror Mega Knight
Wizard
Mega Knight
Mirror
Arrows Fireball Electro Giant Phoenix
Electro Giant
Mirror
Phoenix
Mirror Arrows
Mega Knight
Arrows Fireball Wizard

Defense Synergies 3 6

Arrows
Mirror Mega Knight Barbarians Fireball Phoenix
Barbarians
Arrows
Fireball
Mirror Arrows Mega Knight
Wizard
Mega Knight
Mirror
Arrows Fireball Mega Knight
Electro Giant
Phoenix
Arrows
Mega Knight
Arrows Fireball Wizard Mirror

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.

Fireball Wizard
Barbarians Phoenix Mega Knight
Barbarians Mega Knight
Barbarians Phoenix Mega Knight
Arrows Barbarians Fireball Mega Knight
Arrows Fireball Mega Knight
Arrows Fireball Wizard Phoenix
Arrows Barbarians Fireball Electro Giant Phoenix Mega Knight
Barbarians Phoenix
Barbarians Phoenix Mega Knight
Barbarians Arrows Fireball Wizard Electro Giant Mega Knight
Arrows Fireball Wizard Phoenix
Barbarians Mega Knight Fireball Wizard
Fireball Wizard Mega Knight Arrows Barbarians
Barbarians Phoenix Mega Knight
Barbarians Fireball Electro Giant Mega Knight
Barbarians Wizard Mega Knight Arrows Fireball
Arrows Fireball Mega Knight Barbarians Wizard
Arrows Wizard Barbarians Fireball Mega Knight
Barbarians Phoenix
Wizard Mega Knight Arrows Barbarians Fireball Electro Giant

Counters to secondary win conditions

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

Barbarians Mega Knight Fireball Electro Giant
Fireball Arrows Wizard Phoenix Mega Knight
Barbarians Mega Knight
Mega Knight Barbarians Fireball Phoenix
Barbarians Phoenix Mega Knight
Arrows Fireball Wizard Electro Giant
Barbarians Fireball Phoenix
Mega Knight Barbarians Phoenix
Mega Knight Barbarians Fireball Phoenix
Barbarians Phoenix
Mega Knight Barbarians Phoenix
Mega Knight Arrows Barbarians Fireball Electro Giant Phoenix
Barbarians Mega Knight Fireball Wizard
Wizard Barbarians Fireball Electro Giant Mega Knight
Barbarians Electro Giant Phoenix Fireball
Arrows Mega Knight Barbarians Fireball Wizard Electro Giant Phoenix
Arrows 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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Barbarians Fireball
Fireball Wizard Arrows Mega Knight
Arrows Fireball Wizard Electro Giant
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Mega Knight
Arrows Fireball
Arrows Fireball Wizard Mega Knight
Arrows Fireball Wizard Electro Giant Mega Knight
Fireball Mega Knight
Arrows Fireball Wizard
Arrows Barbarians Fireball
Arrows Electro Giant Fireball Wizard Mega Knight
Arrows Fireball Wizard
Fireball Arrows Wizard Mega Knight
Fireball Arrows
Arrows Fireball Wizard Electro Giant
Fireball Wizard Electro Giant
Fireball
Arrows Fireball Wizard Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball Wizard
Barbarians Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard Mega Knight
Arrows Fireball Wizard
Arrows Fireball Electro Giant
Mega Knight
Electro Giant Fireball
Fireball
Fireball Electro Giant Mega Knight
Fireball Wizard Mega Knight

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