My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Good
Versatility
Good
F2P score
RIP

1 problems 3 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!
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!
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.

Bats Ice 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.

Bats Royal Giant Elixir Golem Ice Wizard Fisherman Mega Knight

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Tornado

Punishments

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

Royal Giant Elixir Golem 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.

Royal Giant Elixir Golem 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
Bats Royal Giant Elixir Golem Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Royal Giant Fisherman
Barbarian Barrel
Elixir Golem Ice Wizard
The Log
Royal Giant Elixir Golem Fisherman
Earthquake
Elixir Golem
Arrows
Bats
Royal Delivery
Bats Elixir Golem Ice Wizard Fisherman
Fireball
Elixir Golem Ice Wizard Fisherman
Poison
Bats Elixir Golem Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Ice Wizard 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.

Bats Elixir Golem Tornado Ice Wizard 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.

Ice 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.

Mirror Bats Elixir Golem Tornado Ice Wizard Fisherman Royal Giant Mega Knight

Shortest cycle

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

8 Mirror Bats Elixir Golem Tornado

Attack Synergies 4 12

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.

Bats
Royal Giant Mega Knight Elixir Golem Fisherman
Royal Giant
Bats Ice Wizard Fisherman Mirror Tornado
Elixir Golem
Bats Mirror Tornado Ice Wizard
Mirror
Royal Giant Elixir Golem Tornado
Tornado
Royal Giant Elixir Golem Mirror Ice Wizard Mega Knight
Ice Wizard
Royal Giant Elixir Golem Tornado Fisherman
Fisherman
Royal Giant Bats Ice Wizard Mega Knight
Mega Knight
Bats Tornado Fisherman

Defense Synergies 2 9

Bats
Ice Wizard Fisherman Mega Knight
Royal Giant
Elixir Golem
Mirror
Tornado Ice Wizard Mega Knight
Tornado
Mirror Ice Wizard Mega Knight
Ice Wizard
Tornado Bats Mirror Fisherman Mega Knight
Fisherman
Bats Ice Wizard Mega Knight
Mega Knight
Bats Mirror Tornado Ice Wizard Fisherman

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.

Bats Ice Wizard Fisherman Mega Knight
Tornado Fisherman Mega Knight Bats Ice Wizard
Bats Ice Wizard Fisherman Mega Knight
Tornado Mega Knight
Tornado Bats Ice Wizard Mega Knight
Bats Tornado Ice Wizard
Mega Knight
Tornado Ice Wizard Fisherman
Tornado Ice Wizard Fisherman Mega Knight
Bats Ice Wizard Tornado Fisherman Mega Knight
Bats Tornado Ice Wizard
Mega Knight Bats Ice Wizard
Mega Knight Bats Tornado
Mega Knight
Tornado Fisherman Mega Knight
Mega Knight Bats Tornado Fisherman
Mega Knight Bats Tornado Ice Wizard Fisherman
Tornado Bats Ice Wizard Fisherman Mega Knight
Tornado Fisherman
Mega Knight Bats Fisherman

Counters to secondary win conditions

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

Mega Knight Fisherman
Fisherman Mega Knight
Mega Knight Bats Fisherman
Mega Knight Bats Tornado Fisherman
Fisherman Mega Knight
Bats Tornado Ice Wizard
Bats Ice Wizard
Mega Knight Fisherman
Mega Knight Bats Tornado
Mega Knight Bats
Mega Knight Tornado
Mega Knight
Mega Knight
Bats Tornado Fisherman
Bats Mega Knight Ice Wizard
Ice 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.)

Tornado Ice Wizard Fisherman
Mega Knight
Bats Tornado Ice Wizard
Tornado
Tornado Ice Wizard
Tornado Fisherman
Bats Tornado Fisherman
Tornado Fisherman
Tornado
Fisherman
Fisherman
Fisherman
Mega Knight
Tornado
Bats Fisherman
Fisherman Mega Knight
Tornado Mega Knight
Mega Knight
Tornado
Tornado Fisherman
Tornado Ice Wizard Mega Knight
Fisherman
Tornado Ice Wizard Fisherman
Tornado Fisherman Mega Knight
Tornado Fisherman
Bats Tornado Ice Wizard
Bats
Mega Knight
Mega Knight
Bats
Tornado Ice Wizard
Mega Knight
Tornado
Mega Knight
Bats Tornado
Bats Tornado
Tornado Mega Knight
Mega Knight

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