My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Firecracker Hunter 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.

Firecracker Rune Giant Hunter Electro Dragon 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.

Zap Arrows The Log

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.

Missing

Dropped at the bridge

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

Rune 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.

Firecracker Electro Dragon

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
Giant Snowball
Electro Dragon
Zap
Firecracker
Barbarian Barrel
Firecracker Hunter
The Log
Firecracker Hunter
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Hunter Electro Dragon
Fireball
Firecracker Hunter Electro Dragon
Poison
Firecracker Hunter Electro Dragon
Lightning
Hunter Electro Dragon
Rocket
Hunter Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Hunter Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Hunter Electro Dragon The Log 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 Rune 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Firecracker Rune Giant Hunter Electro Dragon Mega Knight

Shortest cycle

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

10 Zap The Log Arrows Firecracker

Attack Synergies 2 9

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.

Zap
Arrows Firecracker Hunter Electro Dragon The Log Mega Knight
Arrows
Zap Mega Knight
Firecracker
Zap Mega Knight
Rune Giant
Hunter
Zap Mega Knight
Electro Dragon
Zap Mega Knight
The Log
Zap Mega Knight
Mega Knight
Zap Arrows Firecracker Hunter Electro Dragon The Log

Defense Synergies 3 12

Zap
Mega Knight Arrows Firecracker Hunter Electro Dragon The Log
Arrows
Mega Knight Zap
Firecracker
The Log Zap Hunter Electro Dragon Mega Knight
Rune Giant
Hunter
Zap Firecracker The Log Mega Knight
Electro Dragon
Zap Firecracker The Log
The Log
Firecracker Zap Hunter Electro Dragon Mega Knight
Mega Knight
Zap Arrows Firecracker Hunter The Log

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 Firecracker Electro Dragon The Log
Hunter Zap Firecracker Electro Dragon The Log Mega Knight
Hunter Mega Knight Electro Dragon
Hunter Firecracker Electro Dragon Mega Knight
Arrows Firecracker The Log Mega Knight
Arrows The Log Zap Firecracker Hunter Electro Dragon Mega Knight
Hunter Zap Arrows Firecracker Electro Dragon
Zap Arrows Electro Dragon The Log Mega Knight
Hunter
Firecracker Hunter Mega Knight
Zap Arrows Firecracker Hunter Electro Dragon The Log Mega Knight
Arrows Hunter Zap Firecracker Electro Dragon
Hunter Mega Knight Zap Electro Dragon The Log
Mega Knight Zap Arrows Firecracker Hunter Electro Dragon The Log
Hunter Mega Knight
Zap Hunter The Log Mega Knight
Mega Knight Arrows Firecracker Hunter Electro Dragon
Arrows Mega Knight Zap Firecracker Hunter Electro Dragon The Log
Zap Arrows Hunter The Log Firecracker Electro Dragon Mega Knight
Hunter
Mega Knight Arrows Firecracker Hunter Electro Dragon The Log
Hunter

Counters to secondary win conditions

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

Mega Knight Zap
Zap Arrows Firecracker Hunter Electro Dragon The Log Mega Knight
Mega Knight Zap Hunter Electro Dragon The Log
Hunter Mega Knight Zap The Log
Hunter Mega Knight
Arrows Firecracker Zap Hunter Electro Dragon
Hunter
Mega Knight Hunter
Zap Electro Dragon Mega Knight Firecracker The Log
Mega Knight Hunter Electro Dragon
Mega Knight Zap Arrows The Log
Mega Knight Hunter
Firecracker Electro Dragon Mega Knight
Electro Dragon Zap Firecracker Hunter The Log
Arrows Mega Knight Zap Firecracker Hunter Electro Dragon The Log
Zap 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 Firecracker Electro Dragon The Log
Arrows Firecracker Zap Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Firecracker The Log
Zap Arrows Firecracker The Log Mega Knight
Arrows Firecracker Zap Hunter Electro Dragon
Arrows Firecracker The Log
Arrows The Log Zap Firecracker Hunter Electro Dragon
Arrows The Log Zap Firecracker Electro Dragon
Electro Dragon
Firecracker Zap Arrows Electro Dragon The Log
Zap Arrows Firecracker Electro Dragon
Firecracker Hunter The Log
Arrows Firecracker Electro Dragon
Zap Arrows Firecracker The Log
Zap Arrows Firecracker Hunter Electro Dragon The Log
Arrows Firecracker Electro Dragon The Log Mega Knight
Arrows
Zap Arrows Firecracker Hunter Electro Dragon The Log Mega Knight
Zap Arrows Firecracker Electro Dragon The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Zap Arrows Electro Dragon The Log
Zap Arrows Firecracker The Log Hunter Electro Dragon Mega Knight
Arrows Firecracker The Log Zap Hunter Electro Dragon
Zap Arrows Electro Dragon The Log Mega Knight
Zap Arrows Firecracker The Log
Zap Arrows Firecracker Hunter Electro Dragon
Zap Electro Dragon Firecracker
Zap Arrows Hunter Electro Dragon The Log Mega Knight
Zap Arrows Firecracker Electro Dragon
Mega Knight
Arrows Firecracker The Log
Zap Electro Dragon
Zap Arrows Firecracker Hunter Electro Dragon
Arrows The Log
Firecracker Hunter Electro Dragon Mega Knight
Arrows The Log Zap Firecracker Electro Dragon
Zap Arrows
Firecracker Electro Dragon Mega Knight
Zap Electro Dragon Firecracker The Log
Firecracker Zap Electro Dragon
Electro Dragon Zap Firecracker The Log Mega Knight
Firecracker Electro Dragon Mega Knight

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