My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Wizard Inferno Dragon

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 Rune Giant Electro Wizard Inferno Dragon Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Rune Giant

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.

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.

Rune Giant Mega Knight Mighty Miner

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 Wizard Mighty Miner

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 Inferno Dragon Mighty Miner
Giant Snowball
Bats Inferno Dragon Mighty Miner
Zap
Bats Inferno Dragon Mighty Miner
Barbarian Barrel
Electro Wizard
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats Electro Wizard Inferno Dragon
Fireball
Electro Wizard Inferno Dragon Mighty Miner
Poison
Bats Electro Wizard
Lightning
Electro Wizard Inferno Dragon Mighty Miner
Rocket
Inferno Dragon Mighty Miner

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.

Bats Arrows Rage Rune Giant Inferno Dragon Mega Knight Mighty Miner

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.

Bats Rage Arrows Rune Giant Electro Wizard Inferno Dragon Mighty Miner Mega Knight

Shortest cycle

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

11 Bats Rage Arrows Rune Giant

Attack Synergies 4 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.

Bats
Mega Knight Rage Rune Giant Inferno Dragon
Arrows
Mega Knight Mighty Miner
Rage
Bats Electro Wizard
Rune Giant
Inferno Dragon Mighty Miner Bats Electro Wizard
Electro Wizard
Rage Rune Giant Mega Knight
Inferno Dragon
Rune Giant Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Electro Wizard
Mighty Miner
Rune Giant Arrows

Defense Synergies 1 6

Bats
Electro Wizard Inferno Dragon Mega Knight
Arrows
Mega Knight
Rage
Rune Giant
Electro Wizard
Bats Inferno Dragon Mega Knight
Inferno Dragon
Bats Electro Wizard Mega Knight
Mega Knight
Arrows Bats Electro Wizard Inferno Dragon
Mighty Miner

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.

Electro Wizard
Inferno Dragon Bats Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard Inferno Dragon
Inferno Dragon Bats Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Bats Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Arrows
Arrows Electro Wizard Mega Knight
Inferno Dragon Mighty Miner
Electro Wizard Mega Knight
Bats Electro Wizard Arrows Mega Knight
Arrows Inferno Dragon Bats Electro Wizard
Mega Knight Bats Electro Wizard
Mega Knight Bats Arrows Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Electro Wizard
Arrows Mega Knight Bats Electro Wizard
Arrows Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Bats Arrows Electro Wizard
Inferno Dragon Mighty Miner

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Arrows Inferno Dragon Mega Knight
Mega Knight Bats Electro Wizard
Mega Knight Bats Electro Wizard
Inferno Dragon Mega Knight Mighty Miner
Arrows Bats Electro Wizard
Bats Electro Wizard
Mega Knight Mighty Miner Inferno Dragon
Electro Wizard Mega Knight Bats Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Arrows Electro Wizard
Mega Knight
Mega Knight
Electro Wizard Bats Inferno Dragon Mighty Miner
Bats Arrows Mega Knight Electro Wizard Inferno Dragon Mighty Miner
Arrows 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
Arrows Electro Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows Mega Knight
Arrows Electro Wizard
Mighty Miner Mega Knight
Arrows
Electro Wizard Bats
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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