My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Inferno Tower Baby Dragon Goblin Giant Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Baby Dragon Goblin Giant X-Bow Ram Rider Mega Knight

Offensive cards

Win conditions

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

Goblin Giant X-Bow Ram Rider

Damage spells

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

Fireball

Punishments

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

Goblin Giant X-Bow Ram Rider Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Baby Dragon Goblin Giant X-Bow Ram Rider 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.

Ram Rider

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 Ram Rider
Giant Snowball
Minions Baby Dragon Ram Rider
Zap
Minions Inferno Tower Goblin Giant X-Bow Ram Rider
Barbarian Barrel
Inferno Tower X-Bow
The Log
X-Bow Ram Rider
Earthquake
Inferno Tower X-Bow
Arrows
Minions
Royal Delivery
Minions Baby Dragon Ram Rider
Fireball
Minions Inferno Tower Baby Dragon X-Bow Ram Rider
Poison
Minions Inferno Tower X-Bow
Lightning
Inferno Tower Baby Dragon X-Bow Ram Rider
Rocket
Inferno Tower X-Bow Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon 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.

Inferno Tower Baby 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.

Fireball

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 Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Fireball Baby Dragon Inferno Tower Ram Rider Goblin Giant X-Bow Mega Knight

Shortest cycle

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

16 Minions Fireball Baby Dragon Inferno Tower

Attack Synergies 3 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.

Minions
Mega Knight Baby Dragon Goblin Giant Ram Rider
Fireball
Goblin Giant X-Bow Baby Dragon Ram Rider Mega Knight
Inferno Tower
Baby Dragon
Minions Fireball Goblin Giant Ram Rider Mega Knight
Goblin Giant
Fireball Minions Baby Dragon
X-Bow
Fireball
Ram Rider
Minions Fireball Baby Dragon Mega Knight
Mega Knight
Minions Fireball Baby Dragon Ram Rider

Defense Synergies 2 13

Minions
Inferno Tower Baby Dragon Goblin Giant X-Bow Ram Rider Mega Knight
Fireball
Goblin Giant X-Bow Inferno Tower Ram Rider Mega Knight
Inferno Tower
Minions Fireball Baby Dragon X-Bow Mega Knight
Baby Dragon
Minions Inferno Tower Mega Knight
Goblin Giant
Fireball Minions
X-Bow
Fireball Minions Inferno Tower
Ram Rider
Minions Fireball
Mega Knight
Minions Fireball Inferno Tower Baby Dragon

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.

Minions Fireball Inferno Tower Baby Dragon Goblin Giant X-Bow Ram Rider
Inferno Tower Minions X-Bow Ram Rider Mega Knight
Inferno Tower Ram Rider Mega Knight Minions
Inferno Tower Minions Ram Rider Mega Knight
Fireball X-Bow Mega Knight
Fireball Minions Baby Dragon X-Bow Mega Knight
Minions Inferno Tower Ram Rider Fireball Baby Dragon X-Bow
Fireball Inferno Tower Baby Dragon Goblin Giant X-Bow Ram Rider Mega Knight
Inferno Tower Minions X-Bow
Inferno Tower Mega Knight
Minions Fireball Baby Dragon Goblin Giant X-Bow Ram Rider Mega Knight
Minions Inferno Tower Fireball Baby Dragon Ram Rider
Inferno Tower Mega Knight Minions Fireball X-Bow Ram Rider
Fireball Mega Knight Minions Baby Dragon X-Bow
Inferno Tower X-Bow Ram Rider Mega Knight
Inferno Tower Fireball X-Bow Ram Rider Mega Knight
Mega Knight Minions Fireball Inferno Tower X-Bow
Fireball Mega Knight Minions Baby Dragon X-Bow Ram Rider
Baby Dragon Minions Fireball Ram Rider Mega Knight
Inferno Tower Ram Rider
Mega Knight Minions Fireball Baby Dragon Goblin Giant

Counters to secondary win conditions

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

Mega Knight Fireball Inferno Tower X-Bow
Fireball Baby Dragon X-Bow Mega Knight
Mega Knight Minions Inferno Tower Goblin Giant Ram Rider
Mega Knight Fireball Inferno Tower Goblin Giant X-Bow Ram Rider
Inferno Tower Goblin Giant Ram Rider Mega Knight
Fireball Minions Baby Dragon Goblin Giant Ram Rider
Minions Fireball Inferno Tower Goblin Giant Ram Rider
Inferno Tower Mega Knight Goblin Giant
Mega Knight Minions Fireball Inferno Tower Baby Dragon X-Bow
Inferno Tower Goblin Giant
Mega Knight Minions Inferno Tower
Mega Knight Fireball Goblin Giant
Mega Knight Fireball Inferno Tower Goblin Giant Ram Rider
Fireball Baby Dragon Mega Knight
Inferno Tower Minions Fireball Baby Dragon Goblin Giant X-Bow
Minions Mega Knight Fireball Inferno Tower Baby Dragon

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.)

Fireball Baby Dragon X-Bow
Fireball Baby Dragon X-Bow Ram Rider
Fireball Baby Dragon Goblin Giant X-Bow
Fireball
Fireball Baby Dragon Mega Knight
Fireball Minions Baby Dragon Goblin Giant Ram Rider
Baby Dragon
Fireball X-Bow Baby Dragon Ram Rider
Fireball X-Bow Ram Rider
Minions Fireball X-Bow
Fireball X-Bow Ram Rider
Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball Baby Dragon X-Bow
Fireball Baby Dragon X-Bow
X-Bow Fireball Baby Dragon
Fireball Baby Dragon X-Bow Mega Knight
Fireball
Minions
Fireball Baby Dragon X-Bow Mega Knight
Fireball Baby Dragon X-Bow Mega Knight
Minions Fireball Baby Dragon X-Bow Mega Knight
Fireball
X-Bow
Fireball Baby Dragon X-Bow
Fireball Baby Dragon Mega Knight
Fireball X-Bow Baby Dragon Ram Rider
Fireball Baby Dragon X-Bow Ram Rider Mega Knight
Fireball Baby Dragon X-Bow
Fireball Baby Dragon X-Bow
Minions Fireball
Fireball
Fireball X-Bow Mega Knight
Fireball
Mega Knight
Fireball
Minions Fireball X-Bow
Fireball Baby Dragon Ram Rider
Fireball
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon
Fireball
Mega Knight
Minions Fireball Baby Dragon
Fireball
Fireball Baby Dragon Goblin Giant X-Bow Mega Knight

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