My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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.

Electro Wizard Ram Rider

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 Royal Ghost Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Zap Rage

Punishments

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

Royal Giant Royal Ghost Ram Rider 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 Royal Giant Royal Ghost 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.

Royal Ghost Electro Wizard 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
Royal Giant Ram Rider
Giant Snowball
Goblins Ram Rider
Zap
Goblins Royal Giant Ram Rider
Barbarian Barrel
Goblins Royal Ghost Electro Wizard
The Log
Goblins Royal Giant Ram Rider
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Royal Ghost Electro Wizard Ram Rider
Fireball
Electro Wizard Ram Rider
Poison
Electro Wizard
Lightning
Electro Wizard Ram Rider
Rocket
Ram Rider

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.

Rage 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Rage Royal Ghost Electro Wizard Ram Rider Royal Giant Mega Knight

Shortest cycle

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

9 Goblins Zap Rage 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.

Goblins
Zap Royal Giant
Zap
Electro Wizard Ram Rider Goblins Royal Giant Royal Ghost Mega Knight
Royal Giant
Goblins Zap Royal Ghost Electro Wizard
Rage
Electro Wizard
Royal Ghost
Zap Royal Giant Electro Wizard Ram Rider Mega Knight
Electro Wizard
Zap Royal Giant Rage Royal Ghost Ram Rider Mega Knight
Ram Rider
Zap Royal Ghost Electro Wizard Mega Knight
Mega Knight
Zap Royal Ghost Electro Wizard Ram Rider

Defense Synergies 2 8

Goblins
Zap Electro Wizard
Zap
Electro Wizard Mega Knight Goblins Royal Ghost Ram Rider
Royal Giant
Rage
Royal Ghost
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Goblins Royal Ghost Ram Rider Mega Knight
Ram Rider
Zap Electro Wizard
Mega Knight
Zap 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.

Zap Electro Wizard Ram Rider
Goblins Zap Electro Wizard Ram Rider Mega Knight
Ram Rider Mega Knight Goblins Electro Wizard
Goblins Electro Wizard Ram Rider Mega Knight
Mega Knight
Goblins Zap Royal Ghost Electro Wizard Mega Knight
Electro Wizard Ram Rider Zap
Zap Electro Wizard Ram Rider Mega Knight
Goblins
Goblins Royal Ghost Electro Wizard Mega Knight
Goblins Electro Wizard Zap Royal Ghost Ram Rider Mega Knight
Zap Electro Wizard Ram Rider
Mega Knight Zap Electro Wizard Ram Rider
Mega Knight Goblins Zap Royal Ghost Electro Wizard
Electro Wizard Ram Rider Mega Knight
Zap Electro Wizard Ram Rider Mega Knight
Mega Knight Goblins Electro Wizard
Mega Knight Goblins Zap Royal Ghost Electro Wizard Ram Rider
Zap Royal Ghost Electro Wizard Ram Rider Mega Knight
Electro Wizard Ram Rider
Royal Ghost Mega Knight Goblins Electro Wizard

Counters to secondary win conditions

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

Mega Knight Goblins Zap Royal Ghost Electro Wizard
Electro Wizard Zap Royal Ghost Mega Knight
Mega Knight Goblins Zap Electro Wizard Ram Rider
Mega Knight Zap Electro Wizard Ram Rider
Ram Rider Mega Knight
Zap Electro Wizard Ram Rider
Goblins Electro Wizard Ram Rider
Mega Knight
Zap Electro Wizard Mega Knight Goblins
Mega Knight
Mega Knight Zap Electro Wizard
Mega Knight Ram Rider
Mega Knight
Electro Wizard Goblins Zap
Mega Knight Zap 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.)

Royal Ghost
Zap Royal Ghost Electro Wizard Ram Rider
Zap Mega Knight
Zap Ram Rider
Zap Ram Rider
Zap Ram Rider
Goblins Electro Wizard
Zap Electro Wizard Ram Rider
Zap
Zap
Zap
Mega Knight
Zap Electro Wizard Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Mega Knight
Zap Royal Ghost Electro Wizard Ram Rider
Zap Ram Rider Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard
Zap Electro Wizard Ram Rider
Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: