My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

Defensive buildings

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

Cannon

Investments

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

Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Rocket Rage Lightning

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Rocket Goblin Barrel Lightning

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.

Goblin Barrel

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
Goblin Barrel
Giant Snowball
Cannon Goblin Barrel
Zap
Cannon Goblin Barrel
Barbarian Barrel
Cannon Goblin Barrel
The Log
Cannon Goblin Barrel
Earthquake
Cannon Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Goblin Barrel
Fireball
Cannon Goblin Barrel
Poison
Cannon
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket 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 Rocket 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.

Goblin Barrel

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.

Goblin Barrel

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.

Mirror Rage Arrows Cannon Goblin Barrel Rocket Lightning Mega Knight

Shortest cycle

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

8 Mirror Rage Arrows Cannon

Attack Synergies 2 6

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
Mirror Goblin Barrel Lightning Mega Knight
Cannon
Rocket
Mirror
Mirror
Arrows Goblin Barrel Rocket Lightning
Rage
Goblin Barrel
Mirror Arrows Mega Knight
Lightning
Arrows Mirror
Mega Knight
Arrows Goblin Barrel

Defense Synergies 3 4

Arrows
Mirror Mega Knight Cannon Lightning
Cannon
Mirror Arrows Rocket
Rocket
Cannon
Mirror
Arrows Cannon Mega Knight
Rage
Goblin Barrel
Lightning
Arrows
Mega Knight
Arrows 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.

Rocket Lightning Cannon
Cannon Mega Knight
Cannon Rocket Mega Knight Lightning
Cannon Mega Knight
Lightning Arrows Rocket Mega Knight
Arrows Cannon Mega Knight
Rocket Lightning Arrows Cannon
Rocket Lightning Arrows Cannon Mega Knight
Cannon
Cannon Mega Knight
Arrows Cannon Mega Knight
Arrows
Cannon Mega Knight Rocket Lightning
Rocket Mega Knight Arrows Cannon
Cannon Mega Knight
Rocket Cannon Lightning Mega Knight
Mega Knight Arrows Cannon
Arrows Cannon Mega Knight
Arrows Cannon Mega Knight
Cannon
Mega Knight Arrows Cannon
Cannon

Counters to secondary win conditions

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

Mega Knight
Arrows Rocket Lightning Mega Knight
Mega Knight Rocket Lightning
Rocket Lightning Mega Knight
Cannon Mega Knight
Arrows Rocket
Rocket Lightning
Mega Knight
Rocket Lightning Mega Knight
Cannon
Mega Knight
Rocket Lightning Mega Knight Arrows
Rocket Lightning Mega Knight Cannon
Cannon Mega Knight
Rocket Lightning
Arrows Mega Knight Cannon
Arrows Cannon

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.)

Lightning Arrows Rocket
Arrows
Rocket Lightning Arrows
Lightning Arrows Rocket
Rocket Arrows Mega Knight
Arrows Rocket
Arrows
Arrows Lightning
Arrows Lightning
Rocket Lightning
Rocket Lightning Arrows
Lightning Arrows Rocket
Rocket Lightning
Lightning Arrows Rocket
Lightning Arrows
Rocket Lightning Arrows
Lightning Arrows Rocket Mega Knight
Lightning Arrows Rocket
Rocket Lightning
Rocket Lightning Arrows Mega Knight
Rocket Lightning Arrows Mega Knight
Rocket Lightning Mega Knight
Rocket Lightning Arrows
Rocket Lightning
Rocket Lightning Arrows
Arrows Mega Knight
Arrows Lightning
Lightning Arrows Mega Knight
Rocket Lightning Arrows
Lightning Arrows
Rocket Lightning
Lightning
Lightning Arrows Rocket Mega Knight
Rocket Lightning Arrows
Mega Knight
Rocket Arrows Lightning
Lightning Rocket
Rocket Lightning Arrows
Arrows
Lightning Rocket Mega Knight
Arrows Lightning
Rocket Lightning Arrows
Mega Knight
Rocket Lightning
Rocket Lightning
Lightning Rocket Mega Knight
Lightning Rocket Mega Knight

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