My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Wizard

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.

Elixir Golem Wizard 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 Freeze

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 Mega Knight

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
Minions Elixir Golem
Giant Snowball
Minions
Zap
Minions
Barbarian Barrel
Elixir Golem Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Minions
Royal Delivery
Minions Elixir Golem Wizard
Fireball
Minions Elixir Golem Wizard
Poison
Minions Elixir Golem Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze 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 Rage Freeze 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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Minions Elixir Golem Freeze Wizard Mega Knight

Shortest cycle

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

7 Mirror Zap Rage Minions

Attack Synergies 4 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.

Zap
Mirror Minions Elixir Golem Freeze Mega Knight
Minions
Rage Mega Knight Zap Elixir Golem
Elixir Golem
Rage Zap Minions Wizard Mirror
Wizard
Elixir Golem Rage Mega Knight
Mirror
Zap Elixir Golem Freeze
Rage
Minions Elixir Golem Wizard
Freeze
Zap Mirror
Mega Knight
Minions Zap Wizard

Defense Synergies 2 7

Zap
Mirror Mega Knight Minions
Minions
Zap Freeze Mega Knight
Elixir Golem
Wizard
Freeze Mega Knight
Mirror
Zap Mega Knight
Rage
Freeze
Minions Wizard Mega Knight
Mega Knight
Zap Minions Wizard Mirror Freeze

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 Minions Wizard
Zap Minions Mega Knight
Mega Knight Minions Freeze
Minions Mega Knight
Mega Knight
Freeze Zap Minions Mega Knight
Minions Zap Wizard Freeze
Zap Mega Knight
Minions
Mega Knight
Minions Zap Wizard Freeze Mega Knight
Minions Zap Wizard
Mega Knight Zap Minions Wizard Freeze
Wizard Mega Knight Zap Minions Freeze
Mega Knight
Zap Freeze Mega Knight
Wizard Mega Knight Minions
Mega Knight Zap Minions Wizard
Zap Wizard Freeze Minions Mega Knight
Wizard Mega Knight Minions

Counters to secondary win conditions

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

Mega Knight Zap
Zap Wizard Mega Knight
Mega Knight Zap Minions
Mega Knight Zap
Mega Knight
Wizard Zap Minions Freeze
Minions
Mega Knight
Zap Freeze Mega Knight Minions
Mega Knight Minions
Mega Knight Zap
Mega Knight Wizard
Wizard Mega Knight
Zap Minions Freeze
Minions Mega Knight Zap Wizard Freeze

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.)

Freeze
Zap
Freeze
Wizard Zap Mega Knight
Wizard Zap Minions Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Minions
Zap Wizard
Zap Wizard
Minions Freeze
Zap
Zap Wizard
Wizard Mega Knight
Freeze
Minions
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Minions Mega Knight
Wizard
Zap
Zap Freeze Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Zap Wizard
Zap Minions Wizard Freeze
Zap Wizard Mega Knight
Zap Freeze
Mega Knight
Wizard
Zap Minions Freeze
Zap Wizard
Freeze
Wizard Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Minions Freeze
Zap
Zap Freeze Mega Knight

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