My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Firecracker Ice Wizard Electro Wizard

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.

Knight Firecracker Giant Skeleton Ice Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Hog Rider Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Knight Hog Rider Giant Skeleton 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.

Firecracker Hog Rider Giant Skeleton 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
Hog Rider Giant Skeleton
Giant Snowball
Hog Rider
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Giant Skeleton Ice Wizard Electro Wizard
The Log
Firecracker Hog Rider Giant Skeleton
Earthquake
Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Knight Firecracker Hog Rider Giant Skeleton Ice Wizard Electro Wizard
Fireball
Firecracker Hog Rider Ice Wizard Electro Wizard
Poison
Firecracker Ice Wizard Electro Wizard
Lightning
Knight Ice Wizard Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Ice Wizard 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.

Arrows Knight Giant Skeleton Ice Wizard 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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Firecracker Ice Wizard Hog Rider Electro Wizard Giant Skeleton Mega Knight

Shortest cycle

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

12 Arrows Knight Firecracker Ice Wizard

Attack Synergies 4 13

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
Hog Rider Knight Giant Skeleton Mega Knight
Knight
Firecracker Hog Rider Arrows Ice Wizard Electro Wizard
Firecracker
Knight Hog Rider Giant Skeleton Mega Knight
Hog Rider
Arrows Knight Firecracker Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Arrows Firecracker Hog Rider Ice Wizard Electro Wizard
Ice Wizard
Knight Giant Skeleton
Electro Wizard
Knight Hog Rider Giant Skeleton Mega Knight
Mega Knight
Arrows Firecracker Hog Rider Electro Wizard

Defense Synergies 4 11

Arrows
Mega Knight Knight Giant Skeleton Ice Wizard
Knight
Firecracker Ice Wizard Electro Wizard Arrows
Firecracker
Knight Giant Skeleton Ice Wizard Electro Wizard Mega Knight
Hog Rider
Giant Skeleton
Arrows Firecracker Ice Wizard Electro Wizard
Ice Wizard
Knight Arrows Firecracker Giant Skeleton Mega Knight
Electro Wizard
Knight Firecracker Giant Skeleton Mega Knight
Mega Knight
Arrows Firecracker Ice Wizard Electro Wizard

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.

Knight Firecracker Electro Wizard
Knight Firecracker Ice Wizard Electro Wizard Mega Knight
Mega Knight Knight Giant Skeleton Ice Wizard Electro Wizard
Knight Firecracker Ice Wizard Electro Wizard Mega Knight
Arrows Firecracker Giant Skeleton Mega Knight
Arrows Firecracker Ice Wizard Electro Wizard Mega Knight
Electro Wizard Arrows Firecracker Ice Wizard
Arrows Giant Skeleton Electro Wizard Mega Knight
Ice Wizard
Knight Firecracker Giant Skeleton Ice Wizard Electro Wizard Mega Knight
Ice Wizard Electro Wizard Arrows Knight Firecracker Giant Skeleton Mega Knight
Arrows Firecracker Ice Wizard Electro Wizard
Mega Knight Knight Giant Skeleton Ice Wizard Electro Wizard
Mega Knight Arrows Firecracker Electro Wizard
Knight Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Arrows Knight Firecracker Electro Wizard
Arrows Mega Knight Knight Firecracker Ice Wizard Electro Wizard
Arrows Knight Firecracker Giant Skeleton Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Mega Knight Arrows Knight Firecracker Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Arrows Knight Firecracker Mega Knight
Giant Skeleton Mega Knight Knight Electro Wizard
Giant Skeleton Mega Knight Knight Electro Wizard
Giant Skeleton Knight Mega Knight
Arrows Firecracker Ice Wizard Electro Wizard
Knight Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton Mega Knight Knight
Giant Skeleton Electro Wizard Mega Knight Knight Firecracker
Mega Knight Knight Giant Skeleton
Mega Knight Arrows Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Knight
Firecracker Mega Knight
Electro Wizard Knight Firecracker Giant Skeleton
Arrows Mega Knight Firecracker Giant Skeleton Ice Wizard Electro Wizard
Arrows Ice Wizard 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 Knight Firecracker Giant Skeleton
Arrows Firecracker Ice Wizard Electro Wizard
Arrows Giant Skeleton
Arrows Knight Firecracker Giant Skeleton
Arrows Firecracker Mega Knight
Arrows Firecracker Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker
Electro Wizard
Firecracker Arrows Knight Electro Wizard
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Arrows Firecracker Electro Wizard Mega Knight
Arrows Firecracker Mega Knight
Giant Skeleton Mega Knight
Arrows
Arrows
Arrows Firecracker Ice Wizard Mega Knight
Arrows Firecracker Ice Wizard Electro Wizard
Arrows Mega Knight
Arrows Firecracker
Arrows Firecracker Ice Wizard Electro Wizard
Electro Wizard Firecracker
Arrows Mega Knight
Arrows Firecracker Electro Wizard
Giant Skeleton Mega Knight
Arrows Firecracker
Electro Wizard
Arrows Firecracker Ice Wizard Electro Wizard
Arrows
Knight Firecracker Electro Wizard Mega Knight
Arrows Firecracker
Arrows Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton Electro Wizard Mega Knight
Firecracker Mega Knight

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