My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion Electro Wizard

Defensive buildings

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

Mortar Bomb Tower

Investments

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

Mega Minion Giant Skeleton Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Poison

Punishments

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

Mortar Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Mortar 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.

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
Giant Skeleton
Giant Snowball
Mega Minion
Zap
Mortar
Barbarian Barrel
Mortar Bomb Tower Giant Skeleton Electro Wizard
The Log
Giant Skeleton
Earthquake
Mortar Bomb Tower
Arrows
Royal Delivery
Mega Minion Giant Skeleton Electro Wizard
Fireball
Mortar Mega Minion Bomb Tower Electro Wizard
Poison
Mortar Mega Minion Bomb Tower Electro Wizard
Lightning
Mortar Mega Minion Bomb Tower Electro Wizard
Rocket
Mortar Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Bomb Tower 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.

Arrows Mega Minion Poison Giant Skeleton 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.

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 Mega Minion Mortar Bomb Tower Poison Electro Wizard Giant Skeleton Mega Knight

Shortest cycle

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

14 Arrows Mega Minion Mortar Bomb Tower

Attack Synergies 0 12

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
Mortar Mega Minion Giant Skeleton Mega Knight
Mortar
Arrows Mega Minion
Mega Minion
Arrows Mortar Poison Giant Skeleton Mega Knight
Bomb Tower
Poison
Mega Minion Giant Skeleton Mega Knight
Giant Skeleton
Arrows Mega Minion Poison Electro Wizard
Electro Wizard
Giant Skeleton Mega Knight
Mega Knight
Arrows Mega Minion Poison Electro Wizard

Defense Synergies 1 16

Arrows
Mega Knight Mortar Mega Minion Bomb Tower Giant Skeleton
Mortar
Arrows Mega Minion Poison Electro Wizard
Mega Minion
Arrows Mortar Bomb Tower Giant Skeleton Electro Wizard Mega Knight
Bomb Tower
Arrows Mega Minion Electro Wizard
Poison
Mortar Electro Wizard Mega Knight
Giant Skeleton
Arrows Mega Minion Electro Wizard
Electro Wizard
Mortar Mega Minion Bomb Tower Poison Giant Skeleton Mega Knight
Mega Knight
Arrows Mega Minion Poison 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.

Mortar Mega Minion Electro Wizard
Bomb Tower Mortar Mega Minion Electro Wizard Mega Knight
Mortar Bomb Tower Mega Knight Mega Minion Giant Skeleton Electro Wizard
Bomb Tower Mortar Mega Minion Electro Wizard Mega Knight
Arrows Bomb Tower Poison Giant Skeleton Mega Knight
Arrows Mega Minion Bomb Tower Electro Wizard Mega Knight
Mega Minion Electro Wizard Arrows Mortar Bomb Tower Poison
Arrows Bomb Tower Poison Giant Skeleton Electro Wizard Mega Knight
Mortar Bomb Tower
Giant Skeleton Electro Wizard Mega Knight
Poison Electro Wizard Arrows Mega Minion Bomb Tower Giant Skeleton Mega Knight
Arrows Mega Minion Poison Electro Wizard
Mortar Bomb Tower Mega Knight Giant Skeleton Electro Wizard
Bomb Tower Mega Knight Arrows Mortar Mega Minion Poison Electro Wizard
Mortar Bomb Tower Electro Wizard Mega Knight
Bomb Tower Mortar Electro Wizard Mega Knight
Bomb Tower Mega Knight Arrows Mortar Poison Electro Wizard
Arrows Mortar Bomb Tower Mega Knight Mega Minion Electro Wizard
Arrows Mortar Bomb Tower Poison Mega Minion Giant Skeleton Electro Wizard Mega Knight
Mortar Bomb Tower Electro Wizard
Mega Knight Arrows Bomb Tower Poison Giant Skeleton Electro Wizard
Mortar Bomb Tower

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Electro Wizard
Poison Electro Wizard Arrows Mortar Mega Minion Bomb Tower Mega Knight
Giant Skeleton Mega Knight Bomb Tower Electro Wizard
Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Mega Knight
Arrows Poison Bomb Tower Electro Wizard
Mega Minion Bomb Tower Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Bomb Tower
Giant Skeleton Electro Wizard Mega Knight Mortar Mega Minion Bomb Tower Poison
Mega Minion
Mega Knight Mega Minion Bomb Tower Giant Skeleton
Mega Knight Arrows Poison Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Bomb Tower
Bomb Tower Mega Knight
Electro Wizard Mortar Mega Minion Bomb Tower Poison Giant Skeleton
Arrows Poison Mega Knight Mega Minion Bomb Tower Giant Skeleton Electro Wizard
Arrows Mortar Bomb Tower 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.)

Poison Arrows Mortar Giant Skeleton
Arrows Mortar Poison Electro Wizard
Arrows Poison Giant Skeleton
Arrows Poison Giant Skeleton
Poison Arrows Mortar Mega Knight
Arrows Poison Mega Minion
Arrows Mortar Poison
Arrows Poison
Arrows Poison Mortar
Poison Electro Wizard
Poison Arrows Mortar Electro Wizard
Poison Arrows
Poison Mortar
Arrows Mortar Poison
Arrows Mortar Poison
Arrows Mortar Poison
Arrows Mortar Poison Mega Knight
Arrows Mortar Poison
Arrows Mortar Mega Minion Poison Electro Wizard Mega Knight
Arrows Mortar Poison Mega Knight
Poison Giant Skeleton Mega Knight
Arrows Poison
Arrows Mortar Poison
Arrows Poison Mortar Mega Knight
Mega Minion
Arrows Mortar Poison Electro Wizard
Arrows Mortar Poison Mega Knight
Poison Arrows Mortar
Poison Arrows Electro Wizard
Electro Wizard Mega Minion Poison
Mega Minion
Poison Arrows Mortar Mega Knight
Arrows Poison Electro Wizard
Giant Skeleton Mega Knight
Arrows Poison
Electro Wizard
Poison Arrows Mega Minion Electro Wizard
Arrows
Poison Mega Minion Electro Wizard Mega Knight
Arrows Mortar Poison
Arrows Poison Giant Skeleton
Mega Minion Mega Knight
Poison Giant Skeleton Electro Wizard
Poison Electro Wizard
Poison Mortar Giant Skeleton Electro Wizard Mega Knight
Mortar Mega Knight
Poison

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