My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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.

Firecracker Elixir Golem Magic Archer Sparky Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Rage

Punishments

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

Elixir Golem 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.

Elixir Golem Battle Healer 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.

Firecracker 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
Elixir Golem Sparky
Giant Snowball
Zap
Firecracker Sparky
Barbarian Barrel
Firecracker Elixir Golem Magic Archer Sparky
The Log
Firecracker Elixir Golem Sparky
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker
Royal Delivery
Firecracker Elixir Golem Battle Healer Magic Archer Sparky
Fireball
Firecracker Elixir Golem Battle Healer Magic Archer Sparky
Poison
Firecracker Elixir Golem Battle Healer Magic Archer Sparky
Lightning
Battle Healer Magic Archer Sparky
Rocket
Battle Healer Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Magic Archer Sparky 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.

Elixir Golem Battle Healer Rage Sparky 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Firecracker Elixir Golem Battle Healer Magic Archer Sparky Mega Knight

Shortest cycle

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

10 Zap Rage Firecracker Elixir Golem

Attack Synergies 7 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
Firecracker Sparky Elixir Golem Battle Healer Magic Archer Mega Knight
Firecracker
Zap Elixir Golem Battle Healer Sparky Mega Knight
Elixir Golem
Firecracker Battle Healer Rage Zap Magic Archer Sparky
Battle Healer
Elixir Golem Rage Zap Firecracker Magic Archer Sparky
Rage
Elixir Golem Battle Healer Sparky
Magic Archer
Zap Elixir Golem Battle Healer Mega Knight
Sparky
Zap Rage Firecracker Elixir Golem Battle Healer
Mega Knight
Zap Firecracker Magic Archer

Defense Synergies 1 9

Zap
Mega Knight Firecracker Battle Healer Magic Archer Sparky
Firecracker
Zap Battle Healer Mega Knight
Elixir Golem
Battle Healer
Zap Firecracker Magic Archer Sparky
Rage
Magic Archer
Zap Battle Healer Mega Knight
Sparky
Zap Battle Healer
Mega Knight
Zap Firecracker 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.

Zap Firecracker Magic Archer Sparky
Sparky Zap Firecracker Battle Healer Mega Knight
Sparky Mega Knight
Sparky Firecracker Mega Knight
Firecracker Battle Healer Sparky Mega Knight
Zap Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer
Zap Battle Healer Magic Archer Sparky Mega Knight
Sparky
Firecracker Battle Healer Sparky Mega Knight
Zap Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer
Sparky Mega Knight Zap Battle Healer
Sparky Mega Knight Zap Firecracker Magic Archer
Sparky Mega Knight
Zap Sparky Mega Knight
Sparky Mega Knight Firecracker
Mega Knight Zap Firecracker Battle Healer Magic Archer
Zap Firecracker Battle Healer Magic Archer Mega Knight
Sparky
Mega Knight Firecracker Battle Healer Sparky
Sparky

Counters to secondary win conditions

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

Mega Knight Zap Battle Healer Sparky
Zap Firecracker Battle Healer Magic Archer Mega Knight
Mega Knight Zap Battle Healer Sparky
Mega Knight Zap Battle Healer Sparky
Battle Healer Sparky Mega Knight
Firecracker Zap Magic Archer
Sparky Battle Healer
Mega Knight Battle Healer Sparky
Zap Mega Knight Firecracker Magic Archer Sparky
Sparky
Mega Knight Sparky
Mega Knight Zap
Mega Knight Sparky
Firecracker Magic Archer Sparky Mega Knight
Sparky Zap Firecracker Battle Healer Magic Archer
Mega Knight Zap Firecracker Battle Healer Magic Archer Sparky
Zap

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 Firecracker Sparky
Firecracker Zap Magic Archer
Magic Archer Sparky
Firecracker Sparky
Zap Firecracker Magic Archer Sparky Mega Knight
Firecracker Zap Magic Archer
Firecracker Magic Archer Sparky
Zap Firecracker Magic Archer
Zap Firecracker
Sparky
Firecracker Zap Magic Archer Sparky
Zap Firecracker Magic Archer
Firecracker Magic Archer Sparky
Firecracker Magic Archer
Zap Firecracker Magic Archer Sparky
Zap Firecracker Magic Archer Sparky
Magic Archer Firecracker Sparky Mega Knight
Sparky
Sparky
Zap Firecracker Magic Archer Sparky Mega Knight
Zap Firecracker Magic Archer Mega Knight
Magic Archer Sparky Mega Knight
Sparky
Zap
Zap Firecracker Magic Archer Sparky Mega Knight
Firecracker Zap Magic Archer Sparky
Zap Magic Archer Sparky Mega Knight
Zap Firecracker Magic Archer Sparky
Zap Firecracker Magic Archer Sparky
Zap Firecracker
Sparky
Zap Magic Archer Sparky Mega Knight
Zap Firecracker Magic Archer Sparky
Sparky Mega Knight
Firecracker Magic Archer Sparky
Zap Magic Archer
Zap Firecracker Magic Archer
Firecracker Magic Archer Sparky Mega Knight
Zap Firecracker Magic Archer
Zap Sparky
Firecracker Sparky Mega Knight
Zap Firecracker Magic Archer Sparky
Firecracker Zap Magic Archer
Zap Firecracker Magic Archer Sparky Mega Knight
Sparky
Firecracker Sparky Mega Knight

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