My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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 Electro Wizard Inferno Dragon

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.

Elixir Golem Wizard Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rocket Rage

Punishments

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

Elixir Golem 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.

Elixir Golem 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
Elixir Golem Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Elixir Golem Wizard Electro Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Wizard Electro Wizard Inferno Dragon
Fireball
Elixir Golem Wizard Electro Wizard Inferno Dragon
Poison
Elixir Golem Wizard Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Elixir Golem Rocket Rage Inferno Dragon Mega Knight

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Elixir Golem Electro Wizard Inferno Dragon Wizard Rocket Mega Knight

Shortest cycle

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

12 Rage Arrows Elixir Golem Electro Wizard

Attack Synergies 2 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.

Arrows
Elixir Golem Mega Knight
Elixir Golem
Rage Arrows Wizard Inferno Dragon
Wizard
Elixir Golem Rage Mega Knight
Rocket
Rage
Elixir Golem Wizard Electro Wizard
Electro Wizard
Rage Mega Knight
Inferno Dragon
Mega Knight Elixir Golem
Mega Knight
Inferno Dragon Arrows Wizard Electro Wizard

Defense Synergies 1 5

Arrows
Mega Knight
Elixir Golem
Wizard
Electro Wizard Mega Knight
Rocket
Rage
Electro Wizard
Wizard Inferno Dragon Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Mega Knight
Arrows Wizard Electro Wizard Inferno Dragon

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 Wizard Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Rocket Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Electro Wizard Mega Knight
Arrows Rocket Mega Knight
Arrows Electro Wizard Mega Knight
Rocket Electro Wizard Inferno Dragon Arrows Wizard
Rocket Arrows Electro Wizard Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Electro Wizard Arrows Wizard Mega Knight
Arrows Inferno Dragon Wizard Electro Wizard
Mega Knight Wizard Rocket Electro Wizard
Wizard Rocket Mega Knight Arrows Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Rocket Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight Arrows Electro Wizard
Arrows Mega Knight Wizard Electro Wizard
Arrows Wizard Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Wizard Mega Knight Arrows Electro Wizard

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Arrows Wizard Rocket Inferno Dragon Mega Knight
Mega Knight Rocket Electro Wizard
Rocket Mega Knight Electro Wizard
Inferno Dragon Mega Knight
Arrows Wizard Rocket Electro Wizard
Rocket Electro Wizard
Mega Knight Inferno Dragon
Rocket Electro Wizard Mega Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight
Rocket Mega Knight Arrows Electro Wizard
Rocket Mega Knight Wizard
Wizard Mega Knight
Electro Wizard Rocket Inferno Dragon
Arrows Mega Knight Wizard Electro Wizard Inferno Dragon
Arrows Electro 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.)

Arrows Rocket
Arrows Electro Wizard
Rocket Arrows
Arrows Rocket
Wizard Rocket Arrows Mega Knight
Arrows Wizard Rocket
Arrows Wizard
Arrows Wizard
Arrows Wizard
Rocket Electro Wizard
Rocket Arrows Wizard Electro Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows
Rocket Arrows Wizard
Arrows Wizard Rocket Mega Knight
Arrows Rocket
Rocket
Rocket Arrows Wizard Electro Wizard Mega Knight
Rocket Arrows Wizard Mega Knight
Rocket Mega Knight
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Wizard Mega Knight
Inferno Dragon
Arrows Wizard Electro Wizard
Arrows Wizard Mega Knight
Rocket Arrows
Arrows Wizard Electro Wizard
Rocket Electro Wizard Wizard
Arrows Wizard Rocket Mega Knight
Rocket Arrows Electro Wizard
Mega Knight
Rocket Arrows Wizard
Electro Wizard Rocket
Rocket Arrows Wizard Electro Wizard
Arrows
Wizard Rocket Electro Wizard Mega Knight
Arrows Wizard
Rocket Arrows
Mega Knight
Rocket Electro Wizard
Rocket Electro Wizard
Rocket Electro Wizard Mega Knight
Inferno Dragon
Wizard Rocket Mega Knight

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