My Best Clash Royale Deck

Deck Check Rating

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

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.

Electro Wizard Inferno 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.

Bowler Giant Skeleton Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers 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.

Wall Breakers Giant Skeleton 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.

Giant Skeleton Electro Wizard

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
Wall Breakers Clone Giant Skeleton Inferno Dragon
Giant Snowball
Wall Breakers Clone Inferno Dragon
Zap
Wall Breakers Clone Inferno Dragon
Barbarian Barrel
Wall Breakers Clone Giant Skeleton Electro Wizard
The Log
Wall Breakers Clone Giant Skeleton
Earthquake
Clone
Arrows
Wall Breakers Clone
Royal Delivery
Wall Breakers Clone Bowler Giant Skeleton Electro Wizard Inferno Dragon
Fireball
Wall Breakers Clone Bowler Electro Wizard Inferno Dragon
Poison
Clone Electro Wizard
Lightning
Bowler Electro Wizard Inferno Dragon
Rocket
Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bowler 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.

Clone Bowler Giant Skeleton Inferno Dragon Mega Knight

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.

Electro Wizard

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.

Zap Wall Breakers Clone Electro Wizard Inferno Dragon Bowler Giant Skeleton Mega Knight

Shortest cycle

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

11 Zap Wall Breakers Clone Electro Wizard

Attack Synergies 3 12

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
Electro Wizard Wall Breakers Bowler Giant Skeleton Mega Knight
Wall Breakers
Zap Electro Wizard Mega Knight
Clone
Giant Skeleton Bowler Electro Wizard Inferno Dragon
Bowler
Zap Clone Electro Wizard
Giant Skeleton
Clone Zap Electro Wizard
Electro Wizard
Zap Wall Breakers Clone Bowler Giant Skeleton Mega Knight
Inferno Dragon
Mega Knight Clone
Mega Knight
Inferno Dragon Zap Wall Breakers Electro Wizard

Defense Synergies 2 8

Zap
Electro Wizard Mega Knight Bowler Giant Skeleton Inferno Dragon
Wall Breakers
Clone
Bowler
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard
Electro Wizard
Zap Bowler Giant Skeleton Inferno Dragon Mega Knight
Inferno Dragon
Zap Electro Wizard Mega Knight
Mega Knight
Zap Electro Wizard Inferno Dragon

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.

Bowler Zap Electro Wizard
Inferno Dragon Zap Electro Wizard Mega Knight
Bowler Mega Knight Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Bowler Electro Wizard Mega Knight
Bowler Giant Skeleton Mega Knight
Bowler Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap
Bowler Zap Giant Skeleton Electro Wizard Mega Knight
Inferno Dragon
Bowler Giant Skeleton Electro Wizard Mega Knight
Electro Wizard Zap Bowler Giant Skeleton Mega Knight
Inferno Dragon Zap Electro Wizard
Bowler Mega Knight Zap Giant Skeleton Electro Wizard
Bowler Mega Knight Zap Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Zap Bowler Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bowler Electro Wizard
Mega Knight Zap Bowler Electro Wizard
Zap Bowler Giant Skeleton Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Bowler Mega Knight Giant Skeleton Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Zap Bowler Giant Skeleton Electro Wizard
Electro Wizard Zap Bowler Inferno Dragon Mega Knight
Giant Skeleton Mega Knight Zap Bowler Electro Wizard
Bowler Giant Skeleton Mega Knight Zap Electro Wizard
Giant Skeleton Bowler Inferno Dragon Mega Knight
Zap Electro Wizard
Bowler Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Inferno Dragon
Zap Giant Skeleton Electro Wizard Mega Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bowler Giant Skeleton
Mega Knight Zap Bowler Giant Skeleton Electro Wizard
Bowler Giant Skeleton Mega Knight
Bowler Mega Knight
Electro Wizard Zap Bowler Giant Skeleton Inferno Dragon
Bowler Mega Knight Zap Giant Skeleton Electro Wizard Inferno Dragon
Zap Electro Wizard

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.)

Giant Skeleton
Zap Bowler Electro Wizard
Giant Skeleton
Giant Skeleton
Zap Bowler Mega Knight
Zap
Bowler
Zap Bowler
Zap
Bowler Electro Wizard
Zap Bowler Electro Wizard
Zap
Bowler
Zap
Zap Bowler
Bowler Mega Knight
Zap Bowler Electro Wizard Mega Knight
Zap Bowler Mega Knight
Bowler Giant Skeleton Mega Knight
Bowler
Zap
Zap Bowler Mega Knight
Inferno Dragon
Zap Bowler Electro Wizard
Zap Bowler Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard
Bowler
Zap Mega Knight
Zap Electro Wizard
Giant Skeleton Mega Knight
Bowler
Zap Electro Wizard
Zap Electro Wizard
Bowler Electro Wizard Mega Knight
Zap Bowler
Zap Giant Skeleton
Mega Knight
Zap Bowler Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Bowler Giant Skeleton Electro Wizard Mega Knight
Inferno Dragon
Bowler Mega Knight

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