My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Little Prince

Defensive buildings

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

Mortar

Investments

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

Giant Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Mortar Giant

Damage spells

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

Earthquake

Punishments

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

Mortar Giant Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Mortar Battle Healer 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 Spirit 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
Giant
Giant Snowball
Little Prince
Zap
Mortar Little Prince
Barbarian Barrel
Electro Spirit Mortar Electro Wizard Little Prince
The Log
Electro Spirit Little Prince
Earthquake
Mortar
Arrows
Electro Spirit Little Prince
Royal Delivery
Electro Spirit Battle Healer Electro Wizard Little Prince
Fireball
Mortar Battle Healer Electro Wizard Little Prince
Poison
Mortar Battle Healer Electro Wizard Little Prince
Lightning
Mortar Battle Healer Electro Wizard Little Prince
Rocket
Mortar Battle Healer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Earthquake 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 Healer 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Earthquake Little Prince Mortar Battle Healer Electro Wizard Giant Mega Knight

Shortest cycle

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

11 Electro Spirit Earthquake Little Prince Mortar

Attack Synergies 1 8

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
Giant
Mortar
Battle Healer
Earthquake
Giant Mega Knight
Battle Healer
Mortar Giant Electro Wizard
Giant
Earthquake Electro Spirit Battle Healer Electro Wizard Little Prince
Electro Wizard
Battle Healer Giant Mega Knight
Mega Knight
Earthquake Electro Wizard
Little Prince
Giant

Defense Synergies 0 9

Electro Spirit
Electro Wizard Little Prince
Mortar
Earthquake Electro Wizard
Earthquake
Mortar Mega Knight
Battle Healer
Electro Wizard Little Prince
Giant
Electro Wizard
Electro Spirit Mortar Battle Healer Mega Knight Little Prince
Mega Knight
Earthquake Electro Wizard
Little Prince
Electro Spirit Battle Healer 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.

Earthquake Mortar Electro Wizard
Mortar Battle Healer Electro Wizard Mega Knight
Mortar Mega Knight Electro Wizard
Mortar Electro Wizard Mega Knight
Earthquake Battle Healer Mega Knight
Electro Spirit Earthquake Electro Wizard Mega Knight
Electro Wizard Electro Spirit Mortar Little Prince
Earthquake Electro Spirit Battle Healer Electro Wizard Mega Knight
Mortar
Battle Healer Electro Wizard Mega Knight Little Prince
Electro Wizard Electro Spirit Earthquake Mega Knight
Electro Wizard
Mortar Mega Knight Earthquake Battle Healer Electro Wizard
Mega Knight Electro Spirit Mortar Earthquake Electro Wizard
Mortar Electro Wizard Mega Knight
Mortar Electro Wizard Mega Knight
Mega Knight Mortar Electro Wizard
Mortar Mega Knight Electro Spirit Battle Healer Electro Wizard Little Prince
Mortar Earthquake Electro Spirit Battle Healer Electro Wizard Mega Knight Little Prince
Mortar Electro Wizard
Mega Knight Electro Spirit Earthquake Battle Healer Electro Wizard Little Prince
Mortar

Counters to secondary win conditions

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

Mega Knight Battle Healer Electro Wizard
Electro Wizard Mortar Battle Healer Mega Knight
Mega Knight Battle Healer Electro Wizard
Mega Knight Battle Healer Electro Wizard
Battle Healer Mega Knight
Electro Spirit Electro Wizard
Battle Healer Electro Wizard
Mega Knight Battle Healer
Electro Wizard Mega Knight Electro Spirit Mortar
Mega Knight
Mega Knight Electro Wizard
Mega Knight
Mega Knight
Electro Wizard Electro Spirit Mortar Battle Healer Little Prince
Mega Knight Electro Spirit Earthquake Battle Healer Electro Wizard
Electro Spirit Mortar 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.)

Earthquake Mortar
Mortar Electro Wizard
Earthquake
Earthquake
Mortar Earthquake Mega Knight
Electro Spirit
Mortar Earthquake
Earthquake
Mortar
Electro Wizard
Mortar Earthquake Electro Wizard
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar Mega Knight
Mortar Earthquake
Mortar Earthquake Electro Wizard Mega Knight
Mortar Earthquake Mega Knight Little Prince
Earthquake Mega Knight
Earthquake Mortar
Earthquake Electro Spirit Mortar Mega Knight Little Prince
Mortar Earthquake Electro Wizard
Mortar Mega Knight
Mortar
Electro Wizard Little Prince
Electro Wizard Electro Spirit
Mortar Earthquake Mega Knight
Electro Spirit Electro Wizard
Mega Knight
Earthquake
Earthquake Electro Wizard Electro Spirit
Electro Wizard
Electro Wizard Mega Knight
Mortar Earthquake
Mega Knight
Electro Spirit Electro Wizard
Electro Wizard
Mortar Electro Wizard Mega Knight Little Prince
Mortar Mega Knight

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