My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Little Prince

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.

Royal Giant Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball Rage Freeze

Punishments

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

Royal Giant Elite Barbarians 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.

Royal Giant Elite Barbarians 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.

Elite Barbarians

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
Royal Giant Elite Barbarians
Giant Snowball
Little Prince
Zap
Royal Giant Little Prince
Barbarian Barrel
Elite Barbarians Little Prince
The Log
Royal Giant Elite Barbarians Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Elite Barbarians Little Prince
Fireball
Elite Barbarians Little Prince
Poison
Little Prince
Lightning
Elite Barbarians Little Prince
Rocket
Elite Barbarians Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Freeze 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 Rage Freeze 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.

Royal Giant Elite Barbarians 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.

Fireball

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 Little Prince Fireball Freeze Royal Giant Elite Barbarians Mega Knight

Shortest cycle

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

12 Rage Arrows Little Prince Fireball

Attack Synergies 5 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
Royal Giant Elite Barbarians Fireball Freeze Mega Knight
Royal Giant
Arrows Fireball Elite Barbarians
Elite Barbarians
Arrows Rage Royal Giant Fireball Mega Knight
Fireball
Arrows Royal Giant Elite Barbarians Freeze Mega Knight Little Prince
Rage
Elite Barbarians
Freeze
Arrows Fireball
Mega Knight
Arrows Elite Barbarians Fireball
Little Prince
Fireball

Defense Synergies 1 7

Arrows
Mega Knight Fireball Little Prince
Royal Giant
Elite Barbarians
Mega Knight
Fireball
Arrows Freeze Mega Knight Little Prince
Rage
Freeze
Fireball Mega Knight
Mega Knight
Arrows Elite Barbarians Fireball Freeze
Little Prince
Arrows Fireball

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
Elite Barbarians Mega Knight
Mega Knight Elite Barbarians Freeze
Elite Barbarians Mega Knight
Arrows Elite Barbarians Fireball Mega Knight
Arrows Fireball Freeze Mega Knight
Arrows Fireball Freeze Little Prince
Arrows Fireball Mega Knight
Elite Barbarians
Elite Barbarians Mega Knight Little Prince
Arrows Fireball Freeze Mega Knight
Arrows Fireball
Mega Knight Elite Barbarians Fireball Freeze
Fireball Mega Knight Arrows Freeze
Elite Barbarians Mega Knight
Elite Barbarians Fireball Freeze Mega Knight
Mega Knight Arrows Elite Barbarians Fireball
Arrows Fireball Mega Knight Elite Barbarians Little Prince
Arrows Freeze Fireball Mega Knight Little Prince
Elite Barbarians
Mega Knight Arrows Elite Barbarians Fireball Little Prince

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Fireball
Fireball Arrows Elite Barbarians Mega Knight
Mega Knight Elite Barbarians
Mega Knight Elite Barbarians Fireball
Elite Barbarians Mega Knight
Arrows Fireball Freeze
Elite Barbarians Fireball
Mega Knight Elite Barbarians
Freeze Mega Knight Elite Barbarians Fireball
Mega Knight Elite Barbarians
Mega Knight Arrows Elite Barbarians Fireball
Elite Barbarians Mega Knight Fireball
Fireball Mega Knight
Elite Barbarians Fireball Freeze Little Prince
Arrows Mega Knight Elite Barbarians Fireball Freeze
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 Freeze
Arrows Fireball
Arrows Fireball
Arrows Fireball Freeze
Fireball Arrows Mega Knight
Arrows Fireball Freeze
Arrows
Arrows Fireball Freeze
Arrows Fireball
Elite Barbarians Fireball
Arrows Fireball
Fireball Arrows
Elite Barbarians Fireball
Arrows Fireball Freeze
Arrows Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball Freeze
Arrows Fireball Mega Knight
Arrows Fireball Mega Knight Little Prince
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Freeze Fireball Mega Knight Little Prince
Arrows Fireball
Fireball Arrows Mega Knight
Fireball Arrows
Elite Barbarians Arrows Fireball Little Prince
Fireball Freeze
Elite Barbarians Fireball
Arrows Fireball Mega Knight
Arrows Fireball Freeze
Mega Knight
Arrows Fireball
Fireball Freeze
Fireball Arrows
Freeze
Arrows Fireball
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Elite Barbarians Mega Knight
Elite Barbarians Fireball Freeze
Fireball
Fireball Freeze Mega Knight Little Prince
Fireball Mega Knight

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