My Best Clash Royale Deck

Deck Check Rating

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

4 problems 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Zappies

Defensive buildings

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

Bomb Tower

Investments

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

Bomber Zappies Dark Prince Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado Void

Punishments

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

Dark Prince Electro Giant Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Dark Prince Electro 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.

Dark Prince

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 Dark Prince
Giant Snowball
Bomber Zappies
Zap
Bomber Zappies Dark Prince
Barbarian Barrel
Bomber Bomb Tower Zappies Dark Prince
The Log
Bomber Zappies Dark Prince
Earthquake
Bomber Bomb Tower Zappies
Arrows
Bomber Zappies
Royal Delivery
Bomber Zappies Dark Prince
Fireball
Bomber Bomb Tower Zappies
Poison
Bomber Bomb Tower Zappies
Lightning
Bomb Tower Dark Prince
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Bomb Tower Tornado Dark Prince Electro Giant 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 Dark Prince Electro Giant 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.

Bomber Tornado Void Bomb Tower Zappies Dark Prince Electro Giant Mega Knight

Shortest cycle

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

12 Bomber Tornado Void Bomb Tower

Attack Synergies 2 7

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
Dark Prince Mega Knight
Bomb Tower
Zappies
Dark Prince Mega Knight
Tornado
Electro Giant Dark Prince Mega Knight
Void
Electro Giant
Dark Prince
Electro Giant Bomber Zappies Tornado
Electro Giant
Tornado Dark Prince Void
Mega Knight
Bomber Zappies Tornado

Defense Synergies 1 9

Bomber
Tornado Dark Prince Electro Giant
Bomb Tower
Tornado
Zappies
Tornado Electro Giant Mega Knight
Tornado
Bomb Tower Bomber Zappies Dark Prince Electro Giant Mega Knight
Void
Dark Prince
Bomber Tornado
Electro Giant
Bomber Zappies Tornado
Mega Knight
Zappies Tornado

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.

Bomber Zappies Void
Bomb Tower Zappies Dark Prince Mega Knight
Bomb Tower Tornado Mega Knight Bomber Zappies Void Dark Prince
Bomb Tower Zappies Dark Prince Mega Knight
Bomber Bomb Tower Tornado Dark Prince Mega Knight
Tornado Bomber Bomb Tower Zappies Dark Prince Mega Knight
Tornado Bomb Tower Zappies Void
Bomb Tower Void Electro Giant Mega Knight
Zappies Bomb Tower Tornado
Tornado Bomber Zappies Dark Prince Mega Knight
Bomber Bomb Tower Zappies Tornado Dark Prince Electro Giant Mega Knight
Zappies Tornado
Bomb Tower Mega Knight Bomber Zappies Dark Prince
Bomber Bomb Tower Mega Knight Zappies Tornado Dark Prince
Bomb Tower Zappies Mega Knight
Bomb Tower Tornado Zappies Electro Giant Mega Knight
Bomb Tower Mega Knight Bomber Zappies Tornado Dark Prince
Bomb Tower Mega Knight Bomber Zappies Tornado Dark Prince
Bomb Tower Tornado Bomber Zappies Dark Prince Mega Knight
Bomb Tower Zappies Tornado
Bomber Dark Prince Mega Knight Bomb Tower Zappies Electro Giant
Bomb Tower

Counters to secondary win conditions

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

Mega Knight Zappies Void Dark Prince Electro Giant
Void Bomber Bomb Tower Mega Knight
Zappies Mega Knight Bomb Tower Dark Prince
Dark Prince Mega Knight Zappies Tornado
Zappies Dark Prince Mega Knight
Electro Giant Bomb Tower Zappies Tornado
Dark Prince Bomb Tower Zappies Void
Mega Knight Bomb Tower Zappies Dark Prince
Void Mega Knight Bomb Tower Zappies Tornado Dark Prince
Zappies
Mega Knight Bomb Tower Zappies Dark Prince
Mega Knight Tornado Void Dark Prince Electro Giant
Dark Prince Mega Knight Bomb Tower Zappies
Bomber Bomb Tower Zappies Electro Giant Mega Knight
Zappies Electro Giant Bomber Bomb Tower Tornado Dark Prince
Mega Knight Bomber Bomb Tower Zappies Dark Prince Electro Giant
Bomber Bomb Tower Void

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
Void Tornado
Void
Void Dark Prince
Bomber Dark Prince Mega Knight
Electro Giant Tornado
Bomber Tornado
Tornado
Void Tornado
Tornado Void
Void Tornado Dark Prince
Void Tornado
Void
Void
Bomber
Mega Knight
Tornado
Bomber
Void Bomber Dark Prince Mega Knight
Bomber Tornado Void Electro Giant Mega Knight
Void Mega Knight
Tornado Void
Void Tornado
Void
Tornado Electro Giant Bomber Dark Prince Mega Knight
Void Tornado
Void Tornado Mega Knight
Void Tornado
Tornado Void Electro Giant
Zappies Void Electro Giant
Void
Void Bomber Mega Knight
Void Zappies
Mega Knight
Zappies Void Dark Prince
Zappies Tornado
Void Dark Prince Mega Knight
Bomber
Void Tornado Electro Giant
Dark Prince Mega Knight
Electro Giant Zappies Tornado
Zappies Tornado Void
Void Tornado Dark Prince Electro Giant Mega Knight
Void Mega Knight
Void

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