My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Baby Dragon

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.

Baby Dragon Rune Giant Bandit Mega Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Giant Snowball Earthquake

Punishments

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

Bandit 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.

Fire Spirit Baby Dragon Rune Giant Bandit 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.

Bandit

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
Bandit
Giant Snowball
Fire Spirit Baby Dragon
Zap
Fire Spirit Bandit
Barbarian Barrel
Fire Spirit Bandit
The Log
Fire Spirit Bandit
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Baby Dragon Bandit
Fireball
Baby Dragon Bandit
Poison
Lightning
Baby Dragon Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Earthquake Baby Dragon 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 Baby Dragon Rune Giant 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.

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 Giant Snowball Berserker Earthquake Bandit Baby Dragon Rune Giant Mega Knight

Shortest cycle

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

8 Fire Spirit Giant Snowball Berserker Earthquake

Attack Synergies 2 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.

Fire Spirit
Giant Snowball Baby Dragon Bandit
Giant Snowball
Earthquake Fire Spirit Baby Dragon Bandit Mega Knight
Berserker
Rune Giant
Earthquake
Giant Snowball Mega Knight
Baby Dragon
Fire Spirit Giant Snowball Bandit Mega Knight
Rune Giant
Berserker
Bandit
Fire Spirit Giant Snowball Baby Dragon Mega Knight
Mega Knight
Giant Snowball Earthquake Baby Dragon Bandit

Defense Synergies 1 8

Fire Spirit
Giant Snowball
Giant Snowball
Mega Knight Fire Spirit Earthquake Baby Dragon Bandit
Berserker
Earthquake
Giant Snowball Mega Knight
Baby Dragon
Giant Snowball Bandit Mega Knight
Rune Giant
Bandit
Giant Snowball Baby Dragon Mega Knight
Mega Knight
Giant Snowball Earthquake Baby Dragon Bandit

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 Baby Dragon
Bandit Mega Knight
Mega Knight Fire Spirit Giant Snowball Bandit
Bandit Mega Knight
Earthquake Mega Knight
Fire Spirit Giant Snowball Earthquake Baby Dragon Bandit Mega Knight
Giant Snowball Fire Spirit Baby Dragon
Earthquake Baby Dragon Bandit Mega Knight
Fire Spirit Giant Snowball Bandit Mega Knight
Berserker Giant Snowball Earthquake Baby Dragon Bandit Mega Knight
Giant Snowball Baby Dragon
Mega Knight Fire Spirit Giant Snowball Earthquake Bandit
Fire Spirit Mega Knight Giant Snowball Earthquake Baby Dragon
Bandit Mega Knight
Giant Snowball Bandit Mega Knight
Mega Knight
Fire Spirit Mega Knight Giant Snowball Baby Dragon Bandit
Giant Snowball Earthquake Baby Dragon Fire Spirit Bandit Mega Knight
Mega Knight Fire Spirit Giant Snowball Earthquake Baby Dragon Bandit

Counters to secondary win conditions

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

Mega Knight Giant Snowball Bandit
Bandit Giant Snowball Baby Dragon Mega Knight
Bandit Mega Knight
Mega Knight Bandit
Bandit Mega Knight
Fire Spirit Giant Snowball Baby Dragon
Bandit
Mega Knight
Mega Knight Giant Snowball Baby Dragon Bandit
Mega Knight
Mega Knight Giant Snowball
Mega Knight Bandit
Baby Dragon Mega Knight
Baby Dragon
Mega Knight Giant Snowball Earthquake Baby Dragon
Giant Snowball

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 Baby Dragon Bandit
Giant Snowball Baby Dragon Bandit
Earthquake Baby Dragon Bandit
Earthquake
Fire Spirit Giant Snowball Earthquake Baby Dragon Mega Knight
Fire Spirit Giant Snowball Baby Dragon
Fire Spirit Earthquake Baby Dragon
Earthquake Fire Spirit Giant Snowball Baby Dragon
Giant Snowball Bandit
Fire Spirit Giant Snowball
Earthquake Bandit
Fire Spirit Giant Snowball Baby Dragon
Earthquake Fire Spirit Giant Snowball Baby Dragon Bandit
Earthquake Baby Dragon Bandit
Earthquake Giant Snowball Baby Dragon
Earthquake Giant Snowball Baby Dragon Bandit
Earthquake Baby Dragon Bandit Mega Knight
Giant Snowball Earthquake
Fire Spirit Giant Snowball Earthquake Baby Dragon Bandit Mega Knight
Fire Spirit Giant Snowball Earthquake Baby Dragon Mega Knight
Earthquake Baby Dragon Mega Knight
Giant Snowball
Earthquake Giant Snowball Baby Dragon
Giant Snowball Earthquake Fire Spirit Baby Dragon Mega Knight
Giant Snowball Earthquake Baby Dragon Bandit
Giant Snowball Baby Dragon Bandit Mega Knight
Baby Dragon Bandit
Fire Spirit Giant Snowball Baby Dragon
Giant Snowball
Giant Snowball
Giant Snowball Earthquake Bandit Mega Knight
Giant Snowball
Mega Knight
Giant Snowball Earthquake
Earthquake Fire Spirit Bandit
Fire Spirit Giant Snowball Baby Dragon
Baby Dragon Mega Knight
Giant Snowball Earthquake Baby Dragon
Giant Snowball
Mega Knight
Giant Snowball Baby Dragon
Giant Snowball
Giant Snowball Baby Dragon Bandit Mega Knight
Mega Knight

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