My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Dart Goblin Electro Wizard Inferno Dragon

Defensive buildings

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

Cannon

Investments

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

Rune Giant Electro Wizard Inferno Dragon 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.

Arrows

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.

Dart Goblin 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.

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
Inferno Dragon
Giant Snowball
Cannon Dart Goblin Inferno Dragon
Zap
Cannon Dart Goblin Inferno Dragon
Barbarian Barrel
Cannon Dart Goblin Electro Wizard
The Log
Cannon Dart Goblin
Earthquake
Cannon
Arrows
Dart Goblin
Royal Delivery
Dart Goblin Electro Wizard Inferno Dragon
Fireball
Cannon Dart Goblin Electro Wizard Inferno Dragon
Poison
Cannon Dart Goblin Electro Wizard
Lightning
Cannon Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

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 Rune Giant Inferno Dragon 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.

Dart Goblin 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker Arrows Cannon Dart Goblin Rune Giant Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

11 Berserker Arrows Cannon Dart Goblin

Attack Synergies 4 4

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
Arrows
Mega Knight
Cannon
Dart Goblin
Rune Giant Mega Knight
Rune Giant
Berserker Dart Goblin Inferno Dragon Electro Wizard
Electro Wizard
Rune Giant Mega Knight
Inferno Dragon
Rune Giant Mega Knight
Mega Knight
Inferno Dragon Arrows Dart Goblin Electro Wizard

Defense Synergies 1 10

Berserker
Arrows
Mega Knight Cannon
Cannon
Arrows Dart Goblin Electro Wizard Inferno Dragon
Dart Goblin
Cannon Electro Wizard Inferno Dragon Mega Knight
Rune Giant
Electro Wizard
Cannon Dart Goblin Inferno Dragon Mega Knight
Inferno Dragon
Cannon Dart Goblin Electro Wizard Mega Knight
Mega Knight
Arrows Dart Goblin Electro Wizard Inferno Dragon

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.

Cannon Dart Goblin Electro Wizard
Inferno Dragon Cannon Dart Goblin Electro Wizard Mega Knight
Cannon Mega Knight Dart Goblin Electro Wizard Inferno Dragon
Cannon Inferno Dragon Dart Goblin Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Cannon Dart Goblin Electro Wizard Mega Knight
Dart Goblin Electro Wizard Inferno Dragon Arrows Cannon
Arrows Cannon Dart Goblin Electro Wizard Mega Knight
Cannon Inferno Dragon
Cannon Dart Goblin Electro Wizard Mega Knight
Berserker Dart Goblin Electro Wizard Arrows Cannon Mega Knight
Arrows Inferno Dragon Dart Goblin Electro Wizard
Cannon Mega Knight Electro Wizard
Mega Knight Arrows Cannon Dart Goblin Electro Wizard
Inferno Dragon Cannon Electro Wizard Mega Knight
Cannon Electro Wizard Inferno Dragon Mega Knight
Mega Knight Arrows Cannon Electro Wizard
Arrows Cannon Mega Knight Dart Goblin Electro Wizard
Arrows Cannon Dart Goblin Electro Wizard Inferno Dragon Mega Knight
Cannon Dart Goblin Electro Wizard Inferno Dragon
Mega Knight Arrows Cannon Dart Goblin Electro Wizard
Cannon Inferno Dragon

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 Electro Wizard
Mega Knight Electro Wizard
Cannon Inferno Dragon Mega Knight
Arrows Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Inferno Dragon
Cannon Dart Goblin Inferno Dragon
Inferno Dragon Mega Knight Dart Goblin
Mega Knight Arrows Electro Wizard
Mega Knight Cannon
Cannon Dart Goblin Mega Knight
Electro Wizard Dart Goblin Inferno Dragon
Arrows Mega Knight Cannon Dart Goblin Electro Wizard Inferno Dragon
Arrows Cannon 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 Dart Goblin
Arrows Dart Goblin Electro Wizard
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Mega Knight
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Electro Wizard
Arrows Dart Goblin Electro Wizard
Arrows Dart Goblin
Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Mega Knight
Arrows
Arrows Dart Goblin Electro Wizard Mega Knight
Arrows Dart Goblin Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows Dart Goblin Electro Wizard
Arrows Mega Knight
Arrows Dart Goblin
Arrows Dart Goblin Electro Wizard
Electro Wizard Dart Goblin
Arrows Dart Goblin Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Dart Goblin
Arrows Dart Goblin Electro Wizard
Arrows
Dart Goblin Electro Wizard Mega Knight
Arrows Dart Goblin
Arrows
Dart Goblin Mega Knight
Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Mega Knight
Inferno Dragon
Dart Goblin Mega Knight

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