My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit

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.

Royal Giant Suspicious Bush Mega Knight Goblinstein

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Goblin Curse

Punishments

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

Mortar Royal Giant 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.

Fire Spirit Mortar Royal Giant Battle Healer Mega Knight

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
Royal Giant Goblin Curse
Giant Snowball
Fire Spirit Goblin Curse
Zap
Fire Spirit Mortar Royal Giant Goblin Curse
Barbarian Barrel
Fire Spirit Mortar Goblin Curse
The Log
Fire Spirit Royal Giant Suspicious Bush Goblin Curse
Earthquake
Mortar
Arrows
Fire Spirit Suspicious Bush Goblin Curse
Royal Delivery
Fire Spirit Battle Healer
Fireball
Mortar Suspicious Bush Battle Healer
Poison
Mortar Suspicious Bush Battle Healer Goblin Curse
Lightning
Mortar Battle Healer Goblinstein
Rocket
Mortar Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Suspicious Bush Battle Healer Goblin Curse 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.

Royal Giant

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.

Fire Spirit

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.

Fire Spirit Suspicious Bush Goblin Curse Mortar Battle Healer Goblinstein Royal Giant Mega Knight

Shortest cycle

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

9 Fire Spirit Suspicious Bush Goblin Curse Mortar

Attack Synergies 2 5

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.

Fire Spirit
Royal Giant Mortar Battle Healer Goblin Curse
Mortar
Royal Giant Fire Spirit Battle Healer
Royal Giant
Fire Spirit Mortar Battle Healer
Suspicious Bush
Battle Healer
Fire Spirit Mortar Royal Giant
Goblin Curse
Fire Spirit
Mega Knight
Goblinstein

Defense Synergies 0 1

Fire Spirit
Battle Healer
Mortar
Royal Giant
Suspicious Bush
Battle Healer
Fire Spirit
Goblin Curse
Mega Knight
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.

Mortar
Mortar Battle Healer Goblin Curse Mega Knight
Mortar Mega Knight Fire Spirit Goblin Curse
Mortar Goblin Curse Mega Knight
Battle Healer Mega Knight
Fire Spirit Mega Knight
Fire Spirit Mortar Goblin Curse
Battle Healer Mega Knight
Mortar Goblin Curse
Fire Spirit Battle Healer Mega Knight
Goblin Curse Mega Knight
Goblin Curse
Mortar Mega Knight Fire Spirit Battle Healer Goblin Curse
Fire Spirit Mega Knight Mortar Goblin Curse
Mortar Goblin Curse Mega Knight
Mortar Goblin Curse Mega Knight
Mega Knight Mortar
Fire Spirit Mortar Mega Knight Battle Healer
Mortar Fire Spirit Battle Healer Goblin Curse Mega Knight
Mortar Goblin Curse
Mega Knight Fire Spirit Battle Healer Goblin Curse
Mortar

Counters to secondary win conditions

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

Mega Knight Battle Healer
Mortar Battle Healer Mega Knight
Mega Knight Battle Healer
Mega Knight Battle Healer
Battle Healer Goblin Curse Mega Knight
Fire Spirit Goblin Curse
Battle Healer
Mega Knight Battle Healer Goblin Curse
Mega Knight Mortar
Goblin Curse
Mega Knight
Mega Knight
Mega Knight Goblin Curse
Goblin Curse Mega Knight
Mortar Battle Healer
Mega Knight Battle Healer Goblin Curse
Mortar

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.)

Mortar
Mortar Goblin Curse
Fire Spirit Mortar Goblin Curse Mega Knight
Fire Spirit Goblin Curse
Fire Spirit Mortar
Fire Spirit Goblin Curse
Mortar
Fire Spirit
Mortar
Fire Spirit Goblin Curse
Fire Spirit Mortar
Mortar
Mortar
Mortar
Mortar Mega Knight
Mortar
Fire Spirit Mortar Mega Knight
Fire Spirit Mortar Goblin Curse Mega Knight
Mega Knight
Mortar
Goblin Curse Fire Spirit Mortar Mega Knight
Mortar
Mortar Mega Knight
Mortar Goblin Curse
Fire Spirit Goblin Curse
Mortar Mega Knight
Mega Knight
Goblin Curse
Fire Spirit
Fire Spirit Goblin Curse
Mega Knight
Mortar
Mega Knight
Mortar Mega Knight
Mortar Mega Knight

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