My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Inferno Dragon Magic Archer

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.

Archers Rune Giant Bowler Inferno Dragon Magic Archer Mega Knight

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.

Tornado

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 Magic Archer 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.

Magic Archer

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
Archers Inferno Dragon
Giant Snowball
Archers Inferno Dragon
Zap
Archers Inferno Dragon
Barbarian Barrel
Archers Magic Archer
The Log
Archers
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Bowler Inferno Dragon Magic Archer
Fireball
Archers Bowler Inferno Dragon Magic Archer
Poison
Archers Magic Archer
Lightning
Bowler Inferno Dragon Magic Archer
Rocket
Bowler Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Bowler Magic Archer 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.

Tornado Rune Giant Bowler Inferno Dragon Mega Knight

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.

Berserker Archers Tornado Rune Giant Inferno Dragon Magic Archer Bowler Mega Knight

Shortest cycle

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

12 Berserker Archers Tornado Rune Giant

Attack Synergies 4 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.

Berserker
Rune Giant
Archers
Rune Giant Bowler Inferno Dragon Mega Knight
Tornado
Magic Archer Bowler Mega Knight
Rune Giant
Berserker Inferno Dragon Archers Magic Archer
Bowler
Archers Tornado Magic Archer
Inferno Dragon
Rune Giant Mega Knight Archers
Magic Archer
Tornado Rune Giant Bowler Mega Knight
Mega Knight
Inferno Dragon Archers Tornado Magic Archer

Defense Synergies 2 7

Berserker
Archers
Tornado Bowler Mega Knight
Tornado
Bowler Magic Archer Archers Inferno Dragon Mega Knight
Rune Giant
Bowler
Tornado Archers
Inferno Dragon
Tornado Mega Knight
Magic Archer
Tornado Mega Knight
Mega Knight
Archers Tornado Inferno Dragon Magic Archer

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.

Bowler Magic Archer
Inferno Dragon Mega Knight
Tornado Bowler Mega Knight Archers Inferno Dragon
Inferno Dragon Bowler Mega Knight
Tornado Bowler Mega Knight
Tornado Bowler Archers Magic Archer Mega Knight
Tornado Inferno Dragon Archers Magic Archer
Bowler Magic Archer Mega Knight
Inferno Dragon Tornado
Tornado Archers Bowler Mega Knight
Berserker Archers Tornado Bowler Magic Archer Mega Knight
Inferno Dragon Archers Tornado Magic Archer
Bowler Mega Knight
Bowler Mega Knight Tornado Magic Archer
Inferno Dragon Mega Knight
Tornado Bowler Inferno Dragon Mega Knight
Mega Knight Tornado Bowler
Mega Knight Archers Tornado Bowler Magic Archer
Tornado Archers Bowler Inferno Dragon Magic Archer Mega Knight
Tornado Inferno Dragon
Bowler Mega Knight Archers
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Archers Bowler
Archers Bowler Inferno Dragon Magic Archer Mega Knight
Mega Knight Bowler
Bowler Mega Knight Tornado
Bowler Inferno Dragon Mega Knight
Archers Tornado Magic Archer
Archers Bowler
Mega Knight Inferno Dragon
Mega Knight Tornado Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight Bowler
Mega Knight Tornado Bowler
Bowler Mega Knight
Archers Bowler Magic Archer Mega Knight
Archers Tornado Bowler Inferno Dragon Magic Archer
Bowler Mega Knight Archers Inferno Dragon Magic Archer

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.)

Magic Archer
Tornado Bowler Magic Archer
Magic Archer
Bowler Magic Archer Mega Knight
Tornado Magic Archer
Archers Tornado Bowler Magic Archer
Tornado Bowler Magic Archer
Tornado
Tornado Bowler
Tornado Bowler Magic Archer
Archers Tornado Magic Archer
Bowler Magic Archer
Magic Archer
Magic Archer
Bowler Magic Archer
Magic Archer Bowler Mega Knight
Tornado
Archers Bowler Magic Archer Mega Knight
Tornado Bowler Magic Archer Mega Knight
Bowler Magic Archer Mega Knight
Tornado
Tornado Bowler
Tornado Bowler Magic Archer Mega Knight
Inferno Dragon
Tornado Bowler Magic Archer
Tornado Bowler Magic Archer Mega Knight
Tornado Magic Archer
Archers Tornado Magic Archer
Bowler
Magic Archer Mega Knight
Magic Archer
Mega Knight
Bowler Magic Archer
Archers Magic Archer
Archers Tornado Magic Archer
Bowler Magic Archer Mega Knight
Bowler Magic Archer
Tornado
Mega Knight
Tornado Bowler Magic Archer
Tornado Magic Archer
Tornado Bowler Magic Archer Mega Knight
Inferno Dragon
Bowler Mega Knight

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