My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Wizard Electro 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.

Knight Giant Wizard Royal Ghost Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

Goblin Gang 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.

Knight Goblin Gang 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 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
Goblin Gang Giant
Giant Snowball
Goblin Gang
Zap
Goblin Gang
Barbarian Barrel
Knight Goblin Gang Wizard Royal Ghost Electro Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Wizard Royal Ghost Electro Wizard
Fireball
Goblin Gang Wizard Electro Wizard
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Knight Royal Ghost 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.

Goblin Gang Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Goblin Gang Royal Ghost Electro Wizard Giant Wizard Mega Knight

Shortest cycle

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

12 Arrows Knight Goblin Gang Royal Ghost

Attack Synergies 2 14

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.

Arrows
Giant Knight Mega Knight
Knight
Goblin Gang Arrows Wizard Electro Wizard
Goblin Gang
Knight Giant Royal Ghost
Giant
Arrows Goblin Gang Wizard Royal Ghost Electro Wizard
Wizard
Knight Giant Royal Ghost Mega Knight
Royal Ghost
Goblin Gang Giant Wizard Electro Wizard Mega Knight
Electro Wizard
Knight Giant Royal Ghost Mega Knight
Mega Knight
Arrows Wizard Royal Ghost Electro Wizard

Defense Synergies 3 9

Arrows
Mega Knight Knight
Knight
Goblin Gang Electro Wizard Arrows Wizard
Goblin Gang
Knight Electro Wizard
Giant
Wizard
Knight Royal Ghost Electro Wizard Mega Knight
Royal Ghost
Wizard Electro Wizard Mega Knight
Electro Wizard
Knight Goblin Gang Wizard Royal Ghost Mega Knight
Mega Knight
Arrows Wizard Royal Ghost Electro Wizard

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.

Knight Wizard Electro Wizard
Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang Mega Knight Knight Electro Wizard
Knight Goblin Gang Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Royal Ghost Electro Wizard Mega Knight
Electro Wizard Arrows Goblin Gang Wizard
Arrows Electro Wizard Mega Knight
Goblin Gang
Knight Goblin Gang Royal Ghost Electro Wizard Mega Knight
Goblin Gang Electro Wizard Arrows Knight Wizard Royal Ghost Mega Knight
Arrows Goblin Gang Wizard Electro Wizard
Mega Knight Knight Goblin Gang Wizard Electro Wizard
Wizard Mega Knight Arrows Goblin Gang Royal Ghost Electro Wizard
Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Mega Knight
Wizard Mega Knight Arrows Knight Goblin Gang Electro Wizard
Arrows Mega Knight Knight Goblin Gang Wizard Royal Ghost Electro Wizard
Arrows Wizard Knight Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Wizard Royal Ghost Mega Knight Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Wizard Royal Ghost Mega Knight
Goblin Gang Mega Knight Knight Electro Wizard
Goblin Gang Mega Knight Knight Electro Wizard
Knight Goblin Gang Mega Knight
Arrows Wizard Goblin Gang Electro Wizard
Goblin Gang Knight Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Knight
Goblin Gang
Mega Knight Knight
Mega Knight Arrows Electro Wizard
Mega Knight Knight Goblin Gang Wizard
Wizard Mega Knight
Goblin Gang Electro Wizard Knight
Arrows Mega Knight Wizard Royal Ghost 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.)

Arrows Knight Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows Knight
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblin Gang Electro Wizard
Arrows Knight Wizard Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Royal Ghost Electro Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard
Electro Wizard Goblin Gang
Arrows Wizard Electro Wizard
Arrows
Knight Goblin Gang Wizard Electro Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Goblin Gang Electro Wizard
Electro Wizard
Royal Ghost Electro Wizard Mega Knight

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