My Best Clash Royale Deck

Deck Check Rating

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

2 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Mega Minion Electro Wizard

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.

Mega Minion Battle Ram Rune Giant Electro Wizard Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Battle Ram Wall Breakers Rune 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.

Battle Ram Wall Breakers 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.

Battle Ram Wall Breakers Rune Giant Mega Knight Mighty Miner

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 Wizard Mighty Miner

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 Wall Breakers Mighty Miner
Giant Snowball
Mega Minion Battle Ram Wall Breakers Mighty Miner
Zap
Battle Ram Wall Breakers Mighty Miner
Barbarian Barrel
Battle Ram Wall Breakers Electro Wizard
The Log
Battle Ram Wall Breakers
Earthquake
Arrows
Wall Breakers
Royal Delivery
Mega Minion Battle Ram Wall Breakers Electro Wizard
Fireball
Mega Minion Battle Ram Wall Breakers Electro Wizard Mighty Miner
Poison
Mega Minion Electro Wizard
Lightning
Mega Minion Battle Ram Electro Wizard Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mega Minion Battle Ram Rune Giant Mega Knight Mighty Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Mega Minion Earthquake Battle Ram Rune Giant Electro Wizard Mighty Miner Mega Knight

Shortest cycle

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

12 Wall Breakers Mega Minion Earthquake Battle Ram

Attack Synergies 0 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.

Mega Minion
Mega Knight
Earthquake
Battle Ram Wall Breakers Mega Knight
Battle Ram
Earthquake Wall Breakers Electro Wizard
Wall Breakers
Earthquake Battle Ram Electro Wizard Mega Knight
Rune Giant
Electro Wizard
Electro Wizard
Battle Ram Wall Breakers Rune Giant Mega Knight
Mega Knight
Mega Minion Earthquake Wall Breakers Electro Wizard
Mighty Miner

Defense Synergies 0 4

Mega Minion
Electro Wizard Mega Knight
Earthquake
Mega Knight
Battle Ram
Wall Breakers
Rune Giant
Electro Wizard
Mega Minion Mega Knight
Mega Knight
Mega Minion Earthquake Electro Wizard
Mighty Miner

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 Mega Minion Electro Wizard
Mega Minion Electro Wizard Mega Knight
Mega Knight Mega Minion Electro Wizard
Mega Minion Electro Wizard Mega Knight
Earthquake Mega Knight
Mega Minion Earthquake Electro Wizard Mega Knight
Mega Minion Electro Wizard
Earthquake Electro Wizard Mega Knight
Mighty Miner
Electro Wizard Mega Knight
Electro Wizard Mega Minion Earthquake Mega Knight
Mega Minion Electro Wizard
Mega Knight Earthquake Electro Wizard
Mega Knight Mega Minion Earthquake Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Electro Wizard
Mega Knight Mega Minion Electro Wizard
Earthquake Mega Minion Electro Wizard Mega Knight
Electro Wizard
Mega Knight Earthquake Electro Wizard
Mighty Miner

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Mega Minion Mega Knight
Mega Knight Electro Wizard
Mega Knight Electro Wizard
Mega Knight Mighty Miner
Electro Wizard
Mega Minion Electro Wizard
Mega Knight Mighty Miner
Electro Wizard Mega Knight Mega Minion
Mega Minion
Mega Knight Mega Minion
Mega Knight Electro Wizard
Mega Knight
Mega Knight
Electro Wizard Mega Minion Mighty Miner
Mega Knight Mega Minion Earthquake Electro Wizard Mighty Miner
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
Electro Wizard
Earthquake
Earthquake
Earthquake Mega Knight
Mega Minion
Earthquake
Earthquake
Electro Wizard
Earthquake Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake Mega Knight
Earthquake
Mega Minion Earthquake Electro Wizard Mega Knight
Earthquake Mega Knight
Earthquake Mega Knight
Earthquake
Earthquake Mega Knight
Mega Minion
Earthquake Electro Wizard
Mega Knight
Electro Wizard
Electro Wizard Mega Minion
Mega Minion
Earthquake Mega Knight
Electro Wizard
Mighty Miner Mega Knight
Earthquake
Earthquake Electro Wizard
Mega Minion Electro Wizard
Mega Minion Electro Wizard Mega Knight
Earthquake
Mega Minion Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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