My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Hunter

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.

Hunter Electro Giant Golem Mega Knight

Offensive cards

Win conditions

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

Electro Giant Golem

Damage spells

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

Zap Earthquake

Punishments

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

Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Heal Spirit Battle Healer Electro Giant Golem 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.

Golem

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
Giant Snowball
Zap
Barbarian Barrel
Heal Spirit Hunter
The Log
Heal Spirit Hunter
Earthquake
Arrows
Heal Spirit
Royal Delivery
Heal Spirit Battle Healer Hunter
Fireball
Battle Healer Hunter
Poison
Battle Healer Hunter
Lightning
Battle Healer Hunter
Rocket
Battle Healer Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Hunter Electro Giant Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Heal Spirit Battle Healer Electro Giant Golem 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.

Heal Spirit

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.

Heal Spirit Zap Earthquake Battle Healer Hunter Electro Giant Mega Knight Golem

Shortest cycle

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

10 Heal Spirit Zap Earthquake Battle Healer

Attack Synergies 3 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.

Zap
Earthquake Heal Spirit Battle Healer Hunter Golem Mega Knight
Heal Spirit
Battle Healer Zap Hunter Mega Knight
Earthquake
Zap Golem Hunter Electro Giant Mega Knight
Battle Healer
Heal Spirit Zap Hunter Golem
Hunter
Zap Heal Spirit Earthquake Battle Healer Golem Mega Knight
Electro Giant
Earthquake
Golem
Earthquake Zap Battle Healer Hunter
Mega Knight
Zap Heal Spirit Earthquake Hunter

Defense Synergies 1 6

Zap
Mega Knight Earthquake Battle Healer Hunter
Heal Spirit
Earthquake
Zap Mega Knight
Battle Healer
Zap Hunter
Hunter
Zap Battle Healer Mega Knight
Electro Giant
Golem
Mega Knight
Zap Earthquake Hunter

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.

Earthquake Zap
Hunter Zap Battle Healer Mega Knight
Hunter Mega Knight
Hunter Mega Knight
Earthquake Battle Healer Mega Knight
Zap Earthquake Hunter Mega Knight
Hunter Zap
Earthquake Zap Battle Healer Electro Giant Mega Knight
Hunter
Battle Healer Hunter Mega Knight
Zap Earthquake Hunter Electro Giant Mega Knight
Hunter Zap
Hunter Mega Knight Zap Earthquake Battle Healer
Mega Knight Zap Earthquake Hunter
Hunter Mega Knight
Zap Hunter Electro Giant Mega Knight
Mega Knight Hunter
Mega Knight Zap Battle Healer Hunter
Zap Earthquake Hunter Battle Healer Mega Knight
Hunter
Mega Knight Earthquake Battle Healer Hunter Electro Giant

Counters to secondary win conditions

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

Mega Knight Zap Battle Healer Electro Giant
Zap Battle Healer Hunter Mega Knight
Mega Knight Zap Battle Healer Hunter
Hunter Mega Knight Zap Battle Healer
Battle Healer Hunter Mega Knight
Electro Giant Zap Hunter
Battle Healer Hunter
Mega Knight Battle Healer Hunter
Zap Mega Knight
Mega Knight Hunter
Mega Knight Zap Electro Giant
Mega Knight Hunter
Electro Giant Mega Knight
Electro Giant Zap Battle Healer Hunter
Mega Knight Zap Earthquake Battle Healer Hunter Electro Giant

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.)

Earthquake
Zap
Earthquake
Earthquake
Zap Earthquake Mega Knight
Electro Giant Zap Hunter
Earthquake
Earthquake Zap Hunter
Zap
Zap Earthquake
Zap
Earthquake Hunter
Earthquake
Earthquake Zap
Earthquake Zap Hunter
Earthquake Mega Knight
Earthquake
Zap Earthquake Hunter Mega Knight
Zap Earthquake Electro Giant Mega Knight
Earthquake Mega Knight
Earthquake Zap
Zap Earthquake Electro Giant Hunter Mega Knight
Zap Earthquake Hunter
Zap Mega Knight
Zap
Zap Hunter Electro Giant
Zap Electro Giant
Zap Earthquake Hunter Mega Knight
Zap
Mega Knight
Earthquake
Zap Earthquake
Zap Hunter
Hunter Mega Knight
Zap Earthquake
Zap Electro Giant
Mega Knight
Zap Electro Giant
Zap
Zap Electro Giant Mega Knight

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