My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Inferno Dragon

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.

Battle Ram Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball Tornado

Punishments

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

Battle Ram Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Battle Ram 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 Spirit

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
Battle Ram Inferno Dragon
Giant Snowball
Battle Ram Inferno Dragon
Zap
Battle Ram Inferno Dragon
Barbarian Barrel
Electro Spirit Battle Ram Bomb Tower
The Log
Electro Spirit Battle Ram
Earthquake
Bomb Tower
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Battle Ram Inferno Dragon
Fireball
Battle Ram Bomb Tower Inferno Dragon
Poison
Bomb Tower
Lightning
Battle Ram Bomb Tower Inferno Dragon Goblinstein
Rocket
Bomb Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Bomb Tower Tornado 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.

Electro Spirit Battle Ram Tornado Inferno Dragon Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball

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.

Electro Spirit Tornado Fireball Battle Ram Bomb Tower Inferno Dragon Goblinstein Mega Knight

Shortest cycle

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

12 Electro Spirit Tornado Fireball Battle Ram

Attack Synergies 2 6

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.

Electro Spirit
Fireball Battle Ram
Fireball
Tornado Electro Spirit Battle Ram Mega Knight
Battle Ram
Electro Spirit Fireball Tornado
Bomb Tower
Tornado
Fireball Battle Ram Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Fireball Tornado
Goblinstein

Defense Synergies 2 5

Electro Spirit
Fireball
Tornado Bomb Tower Mega Knight
Battle Ram
Bomb Tower
Tornado Fireball
Tornado
Fireball Bomb Tower Inferno Dragon Mega Knight
Inferno Dragon
Tornado Mega Knight
Mega Knight
Fireball Tornado Inferno Dragon
Goblinstein

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.

Fireball
Bomb Tower Inferno Dragon Mega Knight
Bomb Tower Tornado Mega Knight Inferno Dragon
Bomb Tower Inferno Dragon Mega Knight
Fireball Bomb Tower Tornado Mega Knight
Fireball Tornado Electro Spirit Bomb Tower Mega Knight
Tornado Inferno Dragon Electro Spirit Fireball Bomb Tower
Electro Spirit Fireball Bomb Tower Mega Knight
Inferno Dragon Bomb Tower Tornado
Tornado Mega Knight
Electro Spirit Fireball Bomb Tower Tornado Mega Knight
Inferno Dragon Fireball Tornado
Bomb Tower Mega Knight Fireball
Fireball Bomb Tower Mega Knight Electro Spirit Tornado
Inferno Dragon Bomb Tower Mega Knight
Bomb Tower Tornado Fireball Inferno Dragon Mega Knight
Bomb Tower Mega Knight Fireball Tornado
Fireball Bomb Tower Mega Knight Electro Spirit Tornado
Bomb Tower Tornado Electro Spirit Fireball Inferno Dragon Mega Knight
Bomb Tower Tornado Inferno Dragon
Mega Knight Electro Spirit Fireball Bomb Tower
Bomb Tower Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Fireball
Fireball Bomb Tower Inferno Dragon Mega Knight
Mega Knight Bomb Tower
Mega Knight Fireball Tornado
Inferno Dragon Mega Knight
Fireball Electro Spirit Bomb Tower Tornado
Fireball Bomb Tower
Mega Knight Bomb Tower Inferno Dragon
Mega Knight Electro Spirit Fireball Bomb Tower Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bomb Tower
Mega Knight Fireball Tornado
Mega Knight Fireball Bomb Tower
Fireball Bomb Tower Mega Knight
Electro Spirit Fireball Bomb Tower Tornado Inferno Dragon
Mega Knight Electro Spirit Fireball Bomb Tower Inferno Dragon
Electro Spirit Fireball Bomb Tower

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.)

Fireball
Fireball Tornado
Fireball
Fireball
Fireball Mega Knight
Fireball Electro Spirit Tornado
Tornado
Fireball Tornado
Fireball Tornado
Fireball Tornado
Fireball Tornado
Fireball Tornado
Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball Tornado
Fireball Mega Knight
Fireball Tornado Mega Knight
Fireball Mega Knight
Fireball Tornado
Tornado
Fireball
Tornado Electro Spirit Fireball Mega Knight
Inferno Dragon
Fireball Tornado
Fireball Tornado Mega Knight
Fireball Tornado
Fireball Tornado
Electro Spirit Fireball
Fireball
Fireball Mega Knight
Electro Spirit Fireball
Mega Knight
Fireball
Electro Spirit Fireball
Fireball Tornado
Fireball
Fireball Mega Knight
Fireball
Fireball Tornado
Mega Knight
Electro Spirit Fireball Tornado
Fireball Tornado
Fireball Tornado Mega Knight
Inferno Dragon
Fireball Mega Knight

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