My Best Clash Royale Deck

Deck Check Rating

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

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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers Knight Rune Giant 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.

Fireball

Punishments

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

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Rune Giant 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
Skeletons Archers
Giant Snowball
Skeletons Archers Cannon
Zap
Skeletons Archers Cannon
Barbarian Barrel
Skeletons Archers Knight Cannon
The Log
Skeletons Archers Cannon
Earthquake
Skeletons Archers Cannon
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight
Fireball
Archers Cannon
Poison
Archers Cannon
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Rune Giant 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.

Fireball

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.

Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Berserker Archers Knight Cannon Fireball Rune Giant Mega Knight

Shortest cycle

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

9 Skeletons Berserker Archers Knight

Attack Synergies 2 4

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
Berserker
Rune Giant
Archers
Knight Rune Giant Mega Knight
Knight
Archers Fireball
Cannon
Fireball
Knight Mega Knight
Rune Giant
Berserker Archers
Mega Knight
Archers Fireball

Defense Synergies 3 7

Skeletons
Cannon Archers Knight
Berserker
Archers
Knight Skeletons Cannon Mega Knight
Knight
Archers Cannon Skeletons Fireball
Cannon
Skeletons Knight Archers Fireball
Fireball
Knight Cannon Mega Knight
Rune Giant
Mega Knight
Archers Fireball

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.

Knight Cannon Fireball
Skeletons Knight Cannon Mega Knight
Cannon Mega Knight Skeletons Archers Knight
Cannon Skeletons Knight Mega Knight
Fireball Mega Knight
Fireball Skeletons Archers Cannon Mega Knight
Archers Cannon Fireball
Cannon Fireball Mega Knight
Cannon Skeletons
Knight Skeletons Archers Cannon Mega Knight
Berserker Archers Skeletons Knight Cannon Fireball Mega Knight
Archers Fireball
Cannon Mega Knight Skeletons Knight Fireball
Fireball Mega Knight Cannon
Knight Cannon Mega Knight
Cannon Fireball Mega Knight
Mega Knight Skeletons Knight Cannon Fireball
Cannon Fireball Mega Knight Archers Knight
Archers Knight Cannon Fireball Mega Knight
Cannon
Mega Knight Archers Knight Cannon Fireball
Cannon

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Archers Fireball
Fireball Archers Knight Mega Knight
Mega Knight Skeletons Knight
Mega Knight Knight Fireball
Skeletons Knight Cannon Mega Knight
Fireball Skeletons Archers
Skeletons Archers Knight Fireball
Mega Knight Knight
Mega Knight Skeletons Knight Fireball
Skeletons Cannon
Mega Knight Knight
Mega Knight Fireball
Mega Knight Skeletons Knight Cannon Fireball
Archers Cannon Fireball Mega Knight
Skeletons Archers Knight Fireball
Mega Knight Archers Cannon Fireball
Cannon Fireball

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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Fireball Mega Knight
Fireball
Archers
Fireball
Fireball
Fireball
Knight Fireball
Fireball Archers
Knight Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Archers Fireball Mega Knight
Fireball Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball
Archers Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Archers Fireball
Fireball Archers
Fireball
Fireball Knight Mega Knight
Fireball
Fireball
Mega Knight
Fireball
Fireball
Fireball Mega Knight
Fireball Mega Knight

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