My Best Clash Royale Deck

Deck Check Rating

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

3 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 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.

Electro 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.

Skeletons Battle Ram Electro Dragon Bandit Mega Knight Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram Bandit 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.

Battle Ram 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.

Electro Dragon 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
Skeletons Battle Ram Guards Bandit
Giant Snowball
Skeletons Battle Ram Guards Electro Dragon
Zap
Skeletons Battle Ram Guards Bandit
Barbarian Barrel
Skeletons Battle Ram Guards Bandit
The Log
Skeletons Battle Ram Guards Bandit
Earthquake
Skeletons Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Battle Ram Guards Electro Dragon Bandit
Fireball
Battle Ram Electro Dragon Bandit
Poison
Guards Electro Dragon
Lightning
Battle Ram Electro Dragon Bandit Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon 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.

Arrows Battle Ram Guards Mega Knight

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.

Skeletons Arrows Guards Bandit Battle Ram Electro Dragon Goblinstein Mega Knight

Shortest cycle

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

10 Skeletons Arrows Guards Bandit

Attack Synergies 1 6

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.

Skeletons
Arrows
Battle Ram Bandit Mega Knight
Battle Ram
Bandit Arrows
Guards
Bandit
Electro Dragon
Mega Knight
Bandit
Battle Ram Arrows Guards Mega Knight
Mega Knight
Arrows Electro Dragon Bandit
Goblinstein

Defense Synergies 1 5

Skeletons
Electro Dragon Bandit
Arrows
Mega Knight Bandit
Battle Ram
Guards
Electro Dragon
Electro Dragon
Skeletons Guards
Bandit
Skeletons Arrows Mega Knight
Mega Knight
Arrows Bandit
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.

Electro Dragon
Skeletons Electro Dragon Bandit Mega Knight
Mega Knight Skeletons Electro Dragon Bandit
Skeletons Guards Electro Dragon Bandit Mega Knight
Arrows Mega Knight
Arrows Skeletons Guards Electro Dragon Bandit Mega Knight
Arrows Electro Dragon
Arrows Electro Dragon Bandit Mega Knight
Skeletons
Guards Skeletons Bandit Mega Knight
Guards Skeletons Arrows Electro Dragon Bandit Mega Knight
Arrows Electro Dragon
Mega Knight Skeletons Guards Electro Dragon Bandit
Mega Knight Arrows Guards Electro Dragon
Bandit Mega Knight
Bandit Mega Knight
Mega Knight Skeletons Arrows Electro Dragon
Arrows Mega Knight Guards Electro Dragon Bandit
Arrows Guards Electro Dragon Bandit Mega Knight
Mega Knight Arrows Guards Electro Dragon Bandit

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Bandit
Bandit Arrows Electro Dragon Mega Knight
Guards Bandit Mega Knight Skeletons Electro Dragon
Guards Mega Knight Bandit
Skeletons Guards Bandit Mega Knight
Arrows Skeletons Electro Dragon
Guards Skeletons Bandit
Mega Knight
Electro Dragon Mega Knight Skeletons Bandit
Skeletons Guards
Mega Knight Guards Electro Dragon
Mega Knight Arrows Guards
Mega Knight Skeletons Guards Bandit
Electro Dragon Mega Knight
Guards Electro Dragon Skeletons
Arrows Mega Knight Electro Dragon
Arrows

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.)

Arrows Guards Electro Dragon Bandit
Arrows Electro Dragon Bandit
Arrows Electro Dragon Bandit
Arrows Guards
Arrows Mega Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Bandit
Guards Electro Dragon
Arrows Electro Dragon Bandit
Arrows Electro Dragon
Bandit
Arrows Electro Dragon Bandit
Arrows
Arrows Electro Dragon Bandit
Arrows Electro Dragon Bandit Mega Knight
Arrows
Arrows Electro Dragon Bandit Mega Knight
Arrows Electro Dragon Mega Knight
Mega Knight
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows Electro Dragon Bandit
Arrows Electro Dragon Bandit Mega Knight
Arrows Bandit
Arrows Electro Dragon
Electro Dragon Guards
Arrows Electro Dragon Bandit Mega Knight
Arrows Electro Dragon
Mega Knight
Arrows
Guards Electro Dragon Bandit
Arrows Electro Dragon
Arrows
Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows
Electro Dragon Mega Knight
Electro Dragon Guards
Electro Dragon
Electro Dragon Bandit Mega Knight
Electro Dragon Mega Knight

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