My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
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.

Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Giant Skeleton Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

Punishments

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

Elite Barbarians Mega Knight Golden 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.

Elite Barbarians 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.

Elite Barbarians Giant Skeleton Electro Wizard Golden Knight

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
Elite Barbarians Giant Skeleton
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Elite Barbarians Inferno Tower Giant Skeleton Electro Wizard
The Log
Elite Barbarians Giant Skeleton
Earthquake
Inferno Tower
Arrows
Royal Delivery
Elite Barbarians Giant Skeleton Electro Wizard
Fireball
Elite Barbarians Inferno Tower Electro Wizard
Poison
Inferno Tower Electro Wizard
Lightning
Elite Barbarians Inferno Tower Electro Wizard
Rocket
Elite Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Inferno Tower Rage Giant Skeleton 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.

Elite Barbarians

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Electro Wizard Golden Knight Inferno Tower Elite Barbarians Giant Skeleton Mega Knight

Shortest cycle

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

13 Rage Arrows Electro Wizard Golden Knight

Attack Synergies 2 9

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
Elite Barbarians Giant Skeleton Mega Knight
Elite Barbarians
Arrows Rage Mega Knight Golden Knight
Inferno Tower
Rage
Elite Barbarians Giant Skeleton Electro Wizard Golden Knight
Giant Skeleton
Arrows Rage Electro Wizard
Electro Wizard
Rage Giant Skeleton Mega Knight
Mega Knight
Arrows Elite Barbarians Electro Wizard
Golden Knight
Elite Barbarians Rage

Defense Synergies 2 8

Arrows
Mega Knight Inferno Tower Giant Skeleton Golden Knight
Elite Barbarians
Mega Knight Golden Knight
Inferno Tower
Electro Wizard Arrows Mega Knight
Rage
Giant Skeleton
Arrows Electro Wizard
Electro Wizard
Inferno Tower Giant Skeleton Mega Knight
Mega Knight
Arrows Elite Barbarians Inferno Tower Electro Wizard
Golden Knight
Arrows Elite Barbarians

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.

Inferno Tower Electro Wizard Golden Knight
Elite Barbarians Inferno Tower Electro Wizard Mega Knight
Inferno Tower Mega Knight Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard Mega Knight
Arrows Elite Barbarians Giant Skeleton Mega Knight
Arrows Electro Wizard Mega Knight
Inferno Tower Electro Wizard Arrows
Arrows Inferno Tower Giant Skeleton Electro Wizard Mega Knight Golden Knight
Inferno Tower Elite Barbarians
Elite Barbarians Inferno Tower Giant Skeleton Electro Wizard Mega Knight
Electro Wizard Arrows Giant Skeleton Mega Knight
Arrows Inferno Tower Electro Wizard
Inferno Tower Mega Knight Elite Barbarians Giant Skeleton Electro Wizard
Mega Knight Arrows Electro Wizard Golden Knight
Elite Barbarians Inferno Tower Electro Wizard Mega Knight
Inferno Tower Elite Barbarians Electro Wizard Mega Knight
Mega Knight Arrows Elite Barbarians Inferno Tower Electro Wizard
Arrows Mega Knight Elite Barbarians Electro Wizard Golden Knight
Arrows Giant Skeleton Electro Wizard Mega Knight
Elite Barbarians Inferno Tower Electro Wizard
Mega Knight Arrows Elite Barbarians Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Inferno Tower Giant Skeleton Electro Wizard
Electro Wizard Arrows Elite Barbarians Mega Knight
Giant Skeleton Mega Knight Elite Barbarians Inferno Tower Electro Wizard Golden Knight
Giant Skeleton Mega Knight Elite Barbarians Inferno Tower Electro Wizard
Inferno Tower Giant Skeleton Elite Barbarians Mega Knight
Arrows Electro Wizard
Elite Barbarians Inferno Tower Giant Skeleton Electro Wizard
Inferno Tower Giant Skeleton Mega Knight Elite Barbarians
Giant Skeleton Electro Wizard Mega Knight Elite Barbarians Inferno Tower
Inferno Tower
Mega Knight Elite Barbarians Inferno Tower Giant Skeleton Golden Knight
Mega Knight Arrows Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton Mega Knight Inferno Tower Golden Knight
Mega Knight
Elite Barbarians Inferno Tower Electro Wizard Giant Skeleton Golden Knight
Arrows Mega Knight Elite Barbarians Inferno Tower Giant Skeleton Electro Wizard Golden Knight
Arrows Inferno 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.)

Arrows Giant Skeleton Golden Knight
Arrows Electro Wizard Golden Knight
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows Mega Knight
Arrows
Arrows
Arrows
Arrows Golden Knight
Elite Barbarians Electro Wizard
Arrows Electro Wizard Golden Knight
Arrows
Elite Barbarians Golden Knight
Arrows
Arrows Elite Barbarians
Arrows Golden Knight
Arrows Mega Knight
Arrows
Arrows Electro Wizard Mega Knight
Arrows Mega Knight Golden Knight
Giant Skeleton Mega Knight
Arrows
Arrows
Arrows Mega Knight
Arrows Electro Wizard Golden Knight
Arrows Mega Knight Golden Knight
Arrows Golden Knight
Elite Barbarians Arrows Electro Wizard
Electro Wizard
Elite Barbarians
Arrows Mega Knight
Arrows Electro Wizard
Giant Skeleton Mega Knight
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows
Arrows Giant Skeleton
Elite Barbarians Mega Knight
Elite Barbarians Giant Skeleton Electro Wizard Golden Knight
Electro Wizard
Giant Skeleton Electro Wizard Mega Knight Golden Knight
Mega Knight

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