My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Inferno Dragon 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.

Wizard Golem Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Hogs Golem

Damage spells

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

Rocket

Punishments

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

Elite Barbarians Royal Hogs Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

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

Elite Barbarians Royal Hogs Golem 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.

Elite Barbarians Royal Hogs Golem 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
Elite Barbarians Royal Hogs Inferno Dragon
Giant Snowball
Royal Hogs Inferno Dragon
Zap
Royal Hogs Inferno Dragon
Barbarian Barrel
Elite Barbarians Wizard Royal Hogs Magic Archer
The Log
Elite Barbarians Royal Hogs
Earthquake
Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Elite Barbarians Wizard Royal Hogs Inferno Dragon Magic Archer
Fireball
Elite Barbarians Wizard Royal Hogs Inferno Dragon Magic Archer
Poison
Wizard Royal Hogs Magic Archer
Lightning
Elite Barbarians Wizard Inferno Dragon Magic Archer
Rocket
Elite Barbarians Wizard Royal Hogs Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket Golem Inferno Dragon Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Inferno Dragon Magic Archer Wizard Royal Hogs Elite Barbarians Rocket Mega Knight Golem

Shortest cycle

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

18 Inferno Dragon Magic Archer Wizard Royal Hogs

Attack Synergies 1 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.

Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Royal Hogs Golem Mega Knight
Royal Hogs
Wizard Magic Archer Mega Knight
Rocket
Golem
Golem
Wizard Rocket Magic Archer
Inferno Dragon
Mega Knight
Magic Archer
Royal Hogs Golem Mega Knight
Mega Knight
Inferno Dragon Elite Barbarians Wizard Royal Hogs Magic Archer

Defense Synergies 0 5

Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Royal Hogs
Rocket
Golem
Inferno Dragon
Mega Knight
Magic Archer
Mega Knight
Mega Knight
Elite Barbarians Wizard Inferno Dragon 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.

Rocket Wizard Magic Archer
Elite Barbarians Inferno Dragon Mega Knight
Rocket Mega Knight Elite Barbarians Inferno Dragon
Elite Barbarians Inferno Dragon Mega Knight
Elite Barbarians Rocket Mega Knight
Magic Archer Mega Knight
Rocket Inferno Dragon Wizard Magic Archer
Rocket Magic Archer Mega Knight
Inferno Dragon Elite Barbarians
Elite Barbarians Mega Knight
Wizard Magic Archer Mega Knight
Inferno Dragon Wizard Magic Archer
Mega Knight Elite Barbarians Wizard Rocket
Wizard Rocket Mega Knight Magic Archer
Elite Barbarians Inferno Dragon Mega Knight
Rocket Elite Barbarians Inferno Dragon Mega Knight
Wizard Mega Knight Elite Barbarians
Mega Knight Elite Barbarians Wizard Magic Archer
Wizard Inferno Dragon Magic Archer Mega Knight
Elite Barbarians Inferno Dragon
Wizard Mega Knight Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Elite Barbarians
Elite Barbarians Wizard Rocket Inferno Dragon Magic Archer Mega Knight
Mega Knight Elite Barbarians Rocket
Rocket Mega Knight Elite Barbarians
Elite Barbarians Inferno Dragon Mega Knight
Wizard Rocket Magic Archer
Rocket Elite Barbarians
Mega Knight Elite Barbarians Inferno Dragon
Rocket Mega Knight Elite Barbarians Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight Elite Barbarians
Rocket Mega Knight Elite Barbarians
Elite Barbarians Rocket Mega Knight Wizard
Wizard Magic Archer Mega Knight
Elite Barbarians Rocket Inferno Dragon Magic Archer
Mega Knight Elite Barbarians Wizard Inferno Dragon Magic Archer

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 Rocket
Magic Archer
Rocket Magic Archer
Rocket
Wizard Rocket Magic Archer Mega Knight
Wizard Rocket Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Rocket Elite Barbarians
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer
Rocket Elite Barbarians Magic Archer
Rocket Magic Archer
Elite Barbarians Magic Archer
Rocket Wizard Magic Archer
Magic Archer Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Magic Archer Mega Knight
Rocket Wizard Magic Archer Mega Knight
Rocket Magic Archer Mega Knight
Rocket Wizard
Rocket
Rocket
Wizard Magic Archer Mega Knight
Inferno Dragon
Wizard Magic Archer
Wizard Magic Archer Mega Knight
Rocket Magic Archer
Elite Barbarians Wizard Magic Archer
Rocket Wizard
Elite Barbarians
Wizard Rocket Magic Archer Mega Knight
Rocket Magic Archer
Mega Knight
Rocket Wizard Magic Archer
Rocket Magic Archer
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer Mega Knight
Wizard Magic Archer
Rocket
Elite Barbarians Mega Knight
Elite Barbarians Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer Mega Knight
Inferno Dragon
Wizard Rocket Mega Knight

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