My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
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 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.

Archers

Defensive buildings

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

Mortar

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 Royal Giant Mega Knight

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Zap

Punishments

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

Mortar Royal Giant 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.

Electro Spirit Knight Mortar Royal Giant 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 Spirit

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 Royal Giant
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers Mortar Royal Giant
Barbarian Barrel
Skeletons Electro Spirit Archers Knight Mortar
The Log
Skeletons Electro Spirit Archers Royal Giant
Earthquake
Skeletons Archers Mortar
Arrows
Skeletons Electro Spirit Archers
Royal Delivery
Skeletons Electro Spirit Archers Knight
Fireball
Archers Mortar
Poison
Archers Mortar
Lightning
Knight Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Mortar 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.

Electro Spirit Knight 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

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 Electro Spirit Zap Archers Knight Mortar Royal Giant Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Zap Archers

Attack Synergies 3 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.

Skeletons
Electro Spirit
Zap Royal Giant
Zap
Electro Spirit Archers Knight Mortar Royal Giant Mega Knight
Archers
Knight Zap Mortar Royal Giant Mega Knight
Knight
Archers Mortar Zap
Mortar
Knight Royal Giant Zap Archers
Royal Giant
Mortar Electro Spirit Zap Archers
Mega Knight
Zap Archers

Defense Synergies 2 12

Skeletons
Electro Spirit Zap Archers Knight Mortar
Electro Spirit
Skeletons Zap
Zap
Mega Knight Skeletons Electro Spirit Archers Knight Mortar
Archers
Knight Skeletons Zap Mortar Mega Knight
Knight
Archers Skeletons Zap Mortar
Mortar
Skeletons Zap Archers Knight
Royal Giant
Mega Knight
Zap Archers

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.

Zap Knight Mortar
Skeletons Zap Knight Mortar Mega Knight
Mortar Mega Knight Skeletons Archers Knight
Skeletons Knight Mortar Mega Knight
Mega Knight
Skeletons Electro Spirit Zap Archers Mega Knight
Electro Spirit Zap Archers Mortar
Electro Spirit Zap Mega Knight
Skeletons Mortar
Knight Skeletons Archers Mega Knight
Archers Skeletons Electro Spirit Zap Knight Mega Knight
Zap Archers
Mortar Mega Knight Skeletons Zap Knight
Mega Knight Electro Spirit Zap Mortar
Knight Mortar Mega Knight
Zap Mortar Mega Knight
Mega Knight Skeletons Knight Mortar
Mortar Mega Knight Electro Spirit Zap Archers Knight
Zap Mortar Electro Spirit Archers Knight Mega Knight
Mortar
Mega Knight Electro Spirit Archers Knight
Mortar

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Zap Archers
Zap Archers Knight Mortar Mega Knight
Mega Knight Skeletons Zap Knight
Mega Knight Zap Knight
Skeletons Knight Mega Knight
Skeletons Electro Spirit Zap Archers
Skeletons Archers Knight
Mega Knight Knight
Zap Mega Knight Skeletons Electro Spirit Knight Mortar
Skeletons
Mega Knight Knight
Mega Knight Zap
Mega Knight Skeletons Knight
Archers Mega Knight
Skeletons Electro Spirit Zap Archers Knight Mortar
Mega Knight Electro Spirit Zap Archers
Electro Spirit Zap Mortar

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.)

Knight Mortar
Mortar Zap
Knight
Zap Mortar Mega Knight
Electro Spirit Zap
Archers Mortar
Zap
Zap Mortar
Zap Knight Mortar
Zap Archers
Knight Mortar
Mortar
Zap Mortar
Zap Mortar
Mortar Mega Knight
Mortar
Zap Archers Mortar Mega Knight
Zap Mortar Mega Knight
Mega Knight
Zap Mortar
Zap Electro Spirit Mortar Mega Knight
Mortar Zap
Zap Mortar Mega Knight
Zap Mortar
Zap Archers
Zap Electro Spirit
Zap Mortar Mega Knight
Zap Electro Spirit
Mega Knight
Zap Electro Spirit Archers
Zap Archers
Knight Mega Knight
Zap Mortar
Zap
Mega Knight
Zap Electro Spirit
Zap
Zap Mortar Mega Knight
Mortar Mega Knight

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