My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde Zappies

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.

Royal Giant Zappies Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Royal Ghost 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.

Goblins Minion Horde Royal Giant Royal Ghost 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.

Royal Ghost

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
Minion Horde Royal Giant Guards
Giant Snowball
Goblins Minion Horde Zappies Guards
Zap
Goblins Minion Horde Royal Giant Zappies Guards
Barbarian Barrel
Goblins Zappies Guards Royal Ghost
The Log
Goblins Royal Giant Zappies Guards
Earthquake
Zappies Guards
Arrows
Goblins Minion Horde Zappies Guards
Royal Delivery
Goblins Minion Horde Zappies Guards Royal Ghost
Fireball
Minion Horde Zappies
Poison
Minion Horde Zappies Guards
Lightning
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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.

Guards Royal Ghost 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.

Royal Giant

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.

Goblins Minion Horde

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Guards Royal Ghost Zappies Minion Horde Royal Giant Mega Knight

Shortest cycle

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

10 Goblins Zap Guards Royal Ghost

Attack Synergies 1 15

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.

Goblins
Zap Royal Giant
Zap
Goblins Minion Horde Royal Giant Zappies Guards Royal Ghost Mega Knight
Minion Horde
Mega Knight Zap Royal Giant
Royal Giant
Goblins Zap Minion Horde Zappies Guards Royal Ghost
Zappies
Zap Royal Giant Royal Ghost Mega Knight
Guards
Zap Royal Giant
Royal Ghost
Zap Royal Giant Zappies Mega Knight
Mega Knight
Minion Horde Zap Zappies Royal Ghost

Defense Synergies 1 10

Goblins
Zap Minion Horde Zappies
Zap
Mega Knight Goblins Minion Horde Zappies Guards Royal Ghost
Minion Horde
Goblins Zap
Royal Giant
Zappies
Goblins Zap Guards Mega Knight
Guards
Zap Zappies
Royal Ghost
Zap Mega Knight
Mega Knight
Zap Zappies Royal Ghost

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 Minion Horde Zappies
Minion Horde Goblins Zap Zappies Mega Knight
Minion Horde Mega Knight Goblins Zappies
Minion Horde Goblins Zappies Guards Mega Knight
Mega Knight
Goblins Zap Zappies Guards Royal Ghost Mega Knight
Minion Horde Zap Zappies
Zap Mega Knight
Minion Horde Zappies Goblins
Guards Goblins Minion Horde Zappies Royal Ghost Mega Knight
Goblins Minion Horde Guards Zap Zappies Royal Ghost Mega Knight
Minion Horde Zap Zappies
Minion Horde Mega Knight Zap Zappies Guards
Mega Knight Goblins Zap Minion Horde Zappies Guards Royal Ghost
Minion Horde Zappies Mega Knight
Minion Horde Zap Zappies Mega Knight
Minion Horde Mega Knight Goblins Zappies
Mega Knight Goblins Zap Minion Horde Zappies Guards Royal Ghost
Zap Zappies Guards Royal Ghost Mega Knight
Zappies
Royal Ghost Mega Knight Goblins Minion Horde Zappies Guards

Counters to secondary win conditions

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

Guards Mega Knight Goblins Zap Zappies Royal Ghost
Zap Royal Ghost Mega Knight
Zappies Guards Mega Knight Goblins Zap Minion Horde
Guards Mega Knight Zap Minion Horde Zappies
Minion Horde Zappies Guards Mega Knight
Zap Minion Horde Zappies
Guards Goblins Minion Horde Zappies
Mega Knight Minion Horde Zappies
Zap Minion Horde Mega Knight Goblins Zappies
Minion Horde Zappies Guards
Mega Knight Minion Horde Zappies Guards
Mega Knight Zap Guards
Mega Knight Minion Horde Zappies Guards
Minion Horde Zappies Mega Knight
Zappies Guards Goblins Zap Minion Horde
Mega Knight Zap Minion Horde Zappies Royal Ghost

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.)

Minion Horde Guards Royal Ghost
Zap Royal Ghost
Minion Horde
Guards
Zap Minion Horde Mega Knight
Zap Minion Horde
Minion Horde
Zap
Zap
Goblins Minion Horde Guards
Zap Minion Horde
Zap
Minion Horde
Zap
Zap Minion Horde
Minion Horde Mega Knight
Minion Horde
Zap Mega Knight
Zap Mega Knight
Minion Horde Mega Knight
Zap Minion Horde
Zap Mega Knight
Minion Horde
Zap Royal Ghost
Zap Mega Knight
Zap
Zap Minion Horde
Zap Minion Horde Zappies Guards
Minion Horde
Zap Minion Horde Mega Knight
Zap Minion Horde Zappies
Minion Horde Mega Knight
Zap Minion Horde Zappies Guards
Zap Zappies
Minion Horde Mega Knight
Zap
Zap
Minion Horde Mega Knight
Zap Minion Horde Zappies Guards
Zap Zappies
Zap Royal Ghost Mega Knight

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