My Best Clash Royale Deck

Deck Check Rating

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

4 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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.

Magic Archer

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.

Battle Ram Electro Giant Magic Archer Mega Knight

Offensive cards

Win conditions

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

Battle Ram Wall Breakers Electro Giant

Damage spells

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

Giant Snowball Rage

Punishments

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

Battle Ram Wall Breakers Electro 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.

Battle Ram Wall Breakers Electro Giant Magic Archer 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.

Magic Archer

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 Clone
Giant Snowball
Battle Ram Wall Breakers Clone
Zap
Battle Ram Wall Breakers Clone
Barbarian Barrel
Battle Ram Wall Breakers Clone Magic Archer
The Log
Battle Ram Wall Breakers Clone
Earthquake
Clone
Arrows
Wall Breakers Clone
Royal Delivery
Battle Ram Wall Breakers Clone Magic Archer
Fireball
Battle Ram Wall Breakers Clone Magic Archer
Poison
Clone Magic Archer
Lightning
Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Electro Giant Magic Archer 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.

Battle Ram Rage Clone Electro Giant 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.

Giant Snowball Wall Breakers Rage Clone Battle Ram Magic Archer Electro Giant Mega Knight

Shortest cycle

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

9 Giant Snowball Wall Breakers Rage Clone

Attack Synergies 2 7

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.

Giant Snowball
Battle Ram Wall Breakers Magic Archer Mega Knight
Battle Ram
Giant Snowball Magic Archer Wall Breakers
Wall Breakers
Giant Snowball Battle Ram Mega Knight
Rage
Clone
Magic Archer
Electro Giant
Magic Archer
Battle Ram Giant Snowball Clone Mega Knight
Mega Knight
Giant Snowball Wall Breakers Magic Archer

Defense Synergies 1 2

Giant Snowball
Mega Knight Magic Archer
Battle Ram
Wall Breakers
Rage
Clone
Electro Giant
Magic Archer
Giant Snowball Mega Knight
Mega Knight
Giant Snowball Magic Archer

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.

Magic Archer
Mega Knight
Mega Knight Giant Snowball
Mega Knight
Mega Knight
Giant Snowball Magic Archer Mega Knight
Giant Snowball Magic Archer
Electro Giant Magic Archer Mega Knight
Giant Snowball Mega Knight
Giant Snowball Electro Giant Magic Archer Mega Knight
Giant Snowball Magic Archer
Mega Knight Giant Snowball
Mega Knight Giant Snowball Magic Archer
Mega Knight
Giant Snowball Electro Giant Mega Knight
Mega Knight
Mega Knight Giant Snowball Magic Archer
Giant Snowball Magic Archer Mega Knight
Mega Knight Giant Snowball Electro Giant

Counters to secondary win conditions

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

Mega Knight Giant Snowball Electro Giant
Giant Snowball Magic Archer Mega Knight
Mega Knight
Mega Knight
Mega Knight
Electro Giant Giant Snowball Magic Archer
Mega Knight
Mega Knight Giant Snowball Magic Archer
Mega Knight
Mega Knight Giant Snowball Electro Giant
Mega Knight
Electro Giant Magic Archer Mega Knight
Electro Giant Magic Archer
Mega Knight Giant Snowball Electro Giant Magic Archer
Giant Snowball

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.)

Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer Mega Knight
Electro Giant Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer Mega Knight
Giant Snowball
Giant Snowball Magic Archer Mega Knight
Giant Snowball Electro Giant Magic Archer Mega Knight
Magic Archer Mega Knight
Giant Snowball
Giant Snowball
Giant Snowball Electro Giant Magic Archer Mega Knight
Giant Snowball Magic Archer
Giant Snowball Magic Archer Mega Knight
Magic Archer
Giant Snowball Electro Giant Magic Archer
Giant Snowball Electro Giant
Giant Snowball
Giant Snowball Magic Archer Mega Knight
Giant Snowball Magic Archer
Mega Knight
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Magic Archer Mega Knight
Giant Snowball Magic Archer
Giant Snowball Electro Giant
Mega Knight
Electro Giant Giant Snowball Magic Archer
Giant Snowball Magic Archer
Giant Snowball Electro Giant Magic Archer Mega Knight
Mega Knight

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