My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Minions Firecracker 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.

Bats Firecracker Battle Ram Wizard Rune Giant Mega Knight

Offensive cards

Win conditions

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

Battle Ram Rune Giant

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.

Battle Ram 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.

Battle Ram Rune 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.

Firecracker

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
Bats Minions Battle Ram
Giant Snowball
Bats Minions Battle Ram
Zap
Bats Minions Firecracker Battle Ram
Barbarian Barrel
Firecracker Battle Ram Wizard
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Bats Minions Firecracker
Royal Delivery
Bats Minions Firecracker Battle Ram Wizard
Fireball
Minions Firecracker Battle Ram Wizard
Poison
Bats Minions Firecracker Wizard
Lightning
Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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.

Bats Arrows Battle Ram Rune Giant 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.

Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Minions Firecracker Battle Ram Rune Giant Wizard Mega Knight

Shortest cycle

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

11 Bats Arrows Minions Firecracker

Attack Synergies 2 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.

Bats
Mega Knight Minions Firecracker Battle Ram Rune Giant
Arrows
Battle Ram Mega Knight
Minions
Mega Knight Bats Firecracker Battle Ram Rune Giant
Firecracker
Bats Minions Battle Ram Rune Giant Mega Knight
Battle Ram
Bats Arrows Minions Firecracker
Wizard
Mega Knight
Rune Giant
Bats Minions Firecracker
Mega Knight
Bats Minions Arrows Firecracker Wizard

Defense Synergies 1 7

Bats
Minions Firecracker Mega Knight
Arrows
Mega Knight
Minions
Bats Firecracker Mega Knight
Firecracker
Bats Minions Mega Knight
Battle Ram
Wizard
Mega Knight
Rune Giant
Mega Knight
Arrows Bats Minions Firecracker 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.

Minions Firecracker Wizard
Bats Minions Firecracker Mega Knight
Mega Knight Bats Minions
Bats Minions Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Bats Minions Firecracker Mega Knight
Bats Minions Arrows Firecracker Wizard
Arrows Mega Knight
Minions
Firecracker Mega Knight
Bats Minions Arrows Firecracker Wizard Mega Knight
Arrows Minions Bats Firecracker Wizard
Mega Knight Bats Minions Wizard
Wizard Mega Knight Bats Arrows Minions Firecracker
Mega Knight
Mega Knight
Wizard Mega Knight Bats Arrows Minions Firecracker
Arrows Mega Knight Bats Minions Firecracker Wizard
Arrows Wizard Bats Minions Firecracker Mega Knight
Wizard Mega Knight Bats Arrows Minions Firecracker

Counters to secondary win conditions

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

Mega Knight
Arrows Firecracker Wizard Mega Knight
Mega Knight Bats Minions
Mega Knight Bats
Mega Knight
Arrows Firecracker Wizard Bats Minions
Bats Minions
Mega Knight
Mega Knight Bats Minions Firecracker
Mega Knight Bats Minions
Mega Knight Arrows
Mega Knight Wizard
Wizard Firecracker Mega Knight
Bats Minions Firecracker
Bats Arrows Minions Mega Knight Firecracker Wizard
Arrows

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard Bats Minions
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats Minions
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Minions Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard Mega Knight
Arrows
Bats Minions
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Mega Knight
Minions Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Wizard
Bats Minions Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Wizard
Bats Minions
Arrows Firecracker Wizard
Arrows
Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker Mega Knight
Bats Minions Firecracker
Firecracker Bats
Firecracker Mega Knight
Firecracker Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: