My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro 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.

Bomber Archers Giant Skeleton Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Void Lightning

Punishments

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

Wall Breakers Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Wall Breakers 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.

Giant Skeleton 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
Bomber Archers Wall Breakers Giant Skeleton
Giant Snowball
Bomber Archers Wall Breakers
Zap
Bomber Archers Wall Breakers
Barbarian Barrel
Bomber Archers Wall Breakers Giant Skeleton Electro Wizard
The Log
Bomber Archers Wall Breakers Giant Skeleton
Earthquake
Bomber Archers
Arrows
Bomber Archers Wall Breakers
Royal Delivery
Bomber Archers Wall Breakers Giant Skeleton Electro Wizard
Fireball
Bomber Archers Wall Breakers Electro Wizard
Poison
Bomber Archers Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

Giant Skeleton 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.

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.

Bomber Wall Breakers Archers Void Electro Wizard Giant Skeleton Lightning Mega Knight

Shortest cycle

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

10 Bomber Wall Breakers Archers Void

Attack Synergies 0 10

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.

Bomber
Giant Skeleton Mega Knight
Archers
Wall Breakers Giant Skeleton Mega Knight
Wall Breakers
Archers Electro Wizard Mega Knight
Void
Giant Skeleton
Bomber Archers Lightning Electro Wizard
Lightning
Giant Skeleton
Electro Wizard
Wall Breakers Giant Skeleton Mega Knight
Mega Knight
Bomber Archers Wall Breakers Electro Wizard

Defense Synergies 0 6

Bomber
Electro Wizard
Archers
Giant Skeleton Electro Wizard Mega Knight
Wall Breakers
Void
Giant Skeleton
Archers Electro Wizard
Lightning
Electro Wizard
Bomber Archers Giant Skeleton Mega Knight
Mega Knight
Archers Electro 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.

Lightning Bomber Void Electro Wizard
Electro Wizard Mega Knight
Mega Knight Bomber Archers Void Giant Skeleton Lightning Electro Wizard
Electro Wizard Mega Knight
Lightning Bomber Giant Skeleton Mega Knight
Bomber Archers Electro Wizard Mega Knight
Lightning Electro Wizard Archers Void
Lightning Void Giant Skeleton Electro Wizard Mega Knight
Bomber Archers Giant Skeleton Electro Wizard Mega Knight
Archers Electro Wizard Bomber Giant Skeleton Mega Knight
Archers Electro Wizard
Mega Knight Bomber Giant Skeleton Lightning Electro Wizard
Bomber Mega Knight Electro Wizard
Electro Wizard Mega Knight
Lightning Electro Wizard Mega Knight
Mega Knight Bomber Electro Wizard
Mega Knight Bomber Archers Electro Wizard
Bomber Archers Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Bomber Mega Knight Archers Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Archers Void Giant Skeleton Electro Wizard
Void Electro Wizard Bomber Archers Lightning Mega Knight
Giant Skeleton Mega Knight Lightning Electro Wizard
Giant Skeleton Lightning Mega Knight Electro Wizard
Giant Skeleton Mega Knight
Archers Electro Wizard
Archers Void Giant Skeleton Lightning Electro Wizard
Giant Skeleton Mega Knight
Void Giant Skeleton Lightning Electro Wizard Mega Knight
Mega Knight Giant Skeleton
Lightning Mega Knight Void Giant Skeleton Electro Wizard
Giant Skeleton Lightning Mega Knight
Bomber Archers Mega Knight
Electro Wizard Bomber Archers Giant Skeleton Lightning
Mega Knight Bomber Archers Giant Skeleton Electro Wizard
Bomber Void 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.)

Void Lightning Giant Skeleton
Void Electro Wizard
Lightning Void Giant Skeleton
Lightning Void Giant Skeleton
Bomber Mega Knight
Bomber Archers
Lightning
Void Lightning
Lightning Void Electro Wizard
Void Lightning Electro Wizard
Void Lightning Archers
Lightning Void
Lightning Void
Lightning
Lightning Bomber
Lightning Mega Knight
Lightning
Bomber Lightning
Void Lightning Bomber Archers Electro Wizard Mega Knight
Lightning Bomber Void Mega Knight
Lightning Void Giant Skeleton Mega Knight
Lightning Void
Void Lightning
Lightning Void
Bomber Mega Knight
Void Lightning Electro Wizard
Void Lightning Mega Knight
Void Lightning
Lightning Archers Void Electro Wizard
Lightning Electro Wizard Void
Lightning Void
Void Lightning Bomber Mega Knight
Void Lightning Electro Wizard
Giant Skeleton Mega Knight
Lightning
Lightning Electro Wizard Archers Void
Lightning Archers Electro Wizard
Void Lightning Electro Wizard Mega Knight
Bomber Lightning
Void Lightning Giant Skeleton
Mega Knight
Giant Skeleton Lightning Electro Wizard
Void Lightning Electro Wizard
Void Lightning Giant Skeleton Electro Wizard Mega Knight
Lightning Void Mega Knight
Void

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