My Best Clash Royale Deck

Deck Check Rating

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Zappies Electro Dragon 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.

Zappies Electro Dragon Electro Giant Ice Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Electro Giant

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.

Electro Giant 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.

Electro Giant 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 Dragon 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 Snowball
Zappies Electro Dragon
Zap
Zappies
Barbarian Barrel
Zappies Ice Wizard Electro Wizard
The Log
Zappies
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Zappies Electro Dragon Ice Wizard Electro Wizard
Fireball
Zappies Electro Dragon Ice Wizard Electro Wizard
Poison
Zappies Electro Dragon Ice Wizard Electro Wizard
Lightning
Electro Dragon Ice Wizard Electro Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison Electro Dragon Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison Electro Dragon Electro Giant 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 Poison Electro Giant 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Ice Wizard Zappies Poison Electro Wizard Electro Dragon Electro Giant Mega Knight

Shortest cycle

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

14 Arrows Ice Wizard Zappies Poison

Attack Synergies 0 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
Mega Knight
Zappies
Electro Dragon Mega Knight
Poison
Electro Dragon Mega Knight
Electro Dragon
Zappies Poison Ice Wizard Mega Knight
Electro Giant
Ice Wizard
Electro Dragon
Electro Wizard
Mega Knight
Mega Knight
Arrows Zappies Poison Electro Dragon Electro Wizard

Defense Synergies 1 12

Arrows
Mega Knight Ice Wizard
Zappies
Electro Giant Electro Wizard Mega Knight
Poison
Ice Wizard Electro Wizard Mega Knight
Electro Dragon
Ice Wizard Electro Wizard
Electro Giant
Zappies Ice Wizard
Ice Wizard
Arrows Poison Electro Dragon Electro Giant Mega Knight
Electro Wizard
Zappies Poison Electro Dragon Mega Knight
Mega Knight
Arrows Zappies Poison 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.

Zappies Electro Dragon Electro Wizard
Zappies Electro Dragon Ice Wizard Electro Wizard Mega Knight
Mega Knight Zappies Electro Dragon Ice Wizard Electro Wizard
Zappies Electro Dragon Ice Wizard Electro Wizard Mega Knight
Arrows Poison Mega Knight
Arrows Zappies Electro Dragon Ice Wizard Electro Wizard Mega Knight
Electro Wizard Arrows Zappies Poison Electro Dragon Ice Wizard
Arrows Poison Electro Dragon Electro Giant Electro Wizard Mega Knight
Zappies Ice Wizard
Zappies Ice Wizard Electro Wizard Mega Knight
Poison Ice Wizard Electro Wizard Arrows Zappies Electro Dragon Electro Giant Mega Knight
Arrows Zappies Poison Electro Dragon Ice Wizard Electro Wizard
Mega Knight Zappies Electro Dragon Ice Wizard Electro Wizard
Mega Knight Arrows Zappies Poison Electro Dragon Electro Wizard
Zappies Electro Wizard Mega Knight
Zappies Electro Giant Electro Wizard Mega Knight
Mega Knight Arrows Zappies Poison Electro Dragon Electro Wizard
Arrows Mega Knight Zappies Electro Dragon Ice Wizard Electro Wizard
Arrows Poison Zappies Electro Dragon Ice Wizard Electro Wizard Mega Knight
Zappies Electro Wizard
Mega Knight Arrows Zappies Poison Electro Dragon Electro Giant Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zappies Electro Giant Electro Wizard
Poison Electro Wizard Arrows Electro Dragon Mega Knight
Zappies Mega Knight Electro Dragon Electro Wizard
Mega Knight Zappies Electro Wizard
Zappies Mega Knight
Arrows Poison Electro Giant Zappies Electro Dragon Ice Wizard Electro Wizard
Zappies Ice Wizard Electro Wizard
Mega Knight Zappies
Electro Dragon Electro Wizard Mega Knight Zappies Poison
Zappies
Mega Knight Zappies Electro Dragon
Mega Knight Arrows Poison Electro Giant Electro Wizard
Mega Knight Zappies
Zappies Electro Dragon Electro Giant Mega Knight
Zappies Electro Dragon Electro Giant Electro Wizard Poison
Arrows Poison Mega Knight Zappies Electro Dragon Electro Giant 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.)

Poison Arrows Electro Dragon
Arrows Poison Electro Dragon Ice Wizard Electro Wizard
Arrows Poison Electro Dragon
Arrows Poison
Poison Arrows Mega Knight
Arrows Poison Electro Giant Electro Dragon Ice Wizard
Arrows Poison
Arrows Poison Electro Dragon Ice Wizard
Arrows Poison Electro Dragon
Poison Electro Dragon Electro Wizard
Poison Arrows Electro Dragon Electro Wizard
Poison Arrows Electro Dragon
Poison
Arrows Poison Electro Dragon
Arrows Poison
Arrows Poison Electro Dragon
Arrows Poison Electro Dragon Mega Knight
Arrows Poison
Arrows Poison Electro Dragon Electro Wizard Mega Knight
Arrows Poison Electro Dragon Electro Giant Mega Knight
Poison Mega Knight
Arrows Poison
Arrows Poison Electro Dragon
Arrows Poison Electro Giant Electro Dragon Ice Wizard Mega Knight
Arrows Poison Electro Dragon Ice Wizard Electro Wizard
Arrows Poison Electro Dragon Mega Knight
Poison Arrows
Poison Arrows Electro Dragon Electro Giant Ice Wizard Electro Wizard
Electro Dragon Electro Wizard Zappies Poison Electro Giant
Poison Arrows Electro Dragon Mega Knight
Arrows Zappies Poison Electro Dragon Electro Wizard
Mega Knight
Arrows Poison
Electro Wizard Zappies Electro Dragon
Poison Arrows Zappies Electro Dragon Ice Wizard Electro Wizard
Arrows
Poison Electro Dragon Electro Wizard Mega Knight
Arrows Poison Electro Dragon
Arrows Poison Electro Giant
Electro Dragon Mega Knight
Electro Dragon Electro Giant Zappies Poison Electro Wizard
Zappies Poison Electro Dragon Electro Wizard
Poison Electro Dragon Electro Giant Electro Wizard Mega Knight
Electro Dragon Mega Knight

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