My Best Clash Royale Deck

Deck Check Rating

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

2 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 No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies Electro Dragon Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Firecracker Royal Giant Elixir Golem Zappies Electro Dragon Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Mortar Royal Giant Elixir Golem

Damage spells

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

Missing

Punishments

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

Mortar Royal Giant Elixir Golem 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.

Mortar Royal Giant Elixir 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.

Firecracker Electro Dragon

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 Elixir Golem Inferno Dragon
Giant Snowball
Zappies Electro Dragon Inferno Dragon
Zap
Firecracker Mortar Royal Giant Zappies Inferno Dragon
Barbarian Barrel
Firecracker Mortar Elixir Golem Zappies
The Log
Firecracker Royal Giant Elixir Golem Zappies
Earthquake
Firecracker Mortar Elixir Golem Zappies
Arrows
Firecracker Zappies
Royal Delivery
Firecracker Elixir Golem Zappies Electro Dragon Inferno Dragon
Fireball
Firecracker Mortar Elixir Golem Zappies Electro Dragon Inferno Dragon
Poison
Firecracker Mortar Elixir Golem Zappies Electro Dragon
Lightning
Mortar Electro Dragon Inferno Dragon
Rocket
Mortar Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Electro 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.

Elixir Golem Inferno 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.

Royal Giant

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.

Firecracker Elixir Golem Mortar Zappies Inferno Dragon Electro Dragon Royal Giant Mega Knight

Shortest cycle

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

14 Firecracker Elixir Golem Mortar Zappies

Attack Synergies 4 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.

Firecracker
Royal Giant Elixir Golem Mortar Zappies Inferno Dragon Mega Knight
Mortar
Royal Giant Firecracker Zappies
Royal Giant
Firecracker Mortar Zappies Electro Dragon
Elixir Golem
Firecracker Zappies Electro Dragon Inferno Dragon
Zappies
Firecracker Mortar Royal Giant Elixir Golem Electro Dragon Mega Knight
Electro Dragon
Royal Giant Elixir Golem Zappies Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Firecracker Elixir Golem Electro Dragon
Mega Knight
Inferno Dragon Firecracker Zappies Electro Dragon

Defense Synergies 0 9

Firecracker
Mortar Zappies Electro Dragon Mega Knight
Mortar
Firecracker Zappies Inferno Dragon
Royal Giant
Elixir Golem
Zappies
Firecracker Mortar Mega Knight
Electro Dragon
Firecracker Inferno Dragon
Inferno Dragon
Mortar Electro Dragon Mega Knight
Mega Knight
Firecracker Zappies Inferno 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.

Firecracker Mortar Zappies Electro Dragon
Inferno Dragon Firecracker Mortar Zappies Electro Dragon Mega Knight
Mortar Mega Knight Zappies Electro Dragon Inferno Dragon
Inferno Dragon Firecracker Mortar Zappies Electro Dragon Mega Knight
Firecracker Mega Knight
Firecracker Zappies Electro Dragon Mega Knight
Inferno Dragon Firecracker Mortar Zappies Electro Dragon
Electro Dragon Mega Knight
Zappies Inferno Dragon Mortar
Firecracker Zappies Mega Knight
Firecracker Zappies Electro Dragon Mega Knight
Inferno Dragon Firecracker Zappies Electro Dragon
Mortar Mega Knight Zappies Electro Dragon
Mega Knight Firecracker Mortar Zappies Electro Dragon
Inferno Dragon Mortar Zappies Mega Knight
Mortar Zappies Inferno Dragon Mega Knight
Mega Knight Firecracker Mortar Zappies Electro Dragon
Mortar Mega Knight Firecracker Zappies Electro Dragon
Mortar Firecracker Zappies Electro Dragon Inferno Dragon Mega Knight
Mortar Zappies Inferno Dragon
Mega Knight Firecracker Zappies Electro Dragon

Counters to secondary win conditions

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

Mega Knight Zappies
Firecracker Mortar Electro Dragon Inferno Dragon Mega Knight
Zappies Mega Knight Electro Dragon
Mega Knight Zappies
Zappies Inferno Dragon Mega Knight
Firecracker Zappies Electro Dragon
Zappies
Mega Knight Zappies Inferno Dragon
Electro Dragon Mega Knight Firecracker Mortar Zappies Inferno Dragon
Zappies Inferno Dragon
Inferno Dragon Mega Knight Zappies Electro Dragon
Mega Knight
Mega Knight Zappies
Firecracker Zappies Electro Dragon Mega Knight
Zappies Electro Dragon Firecracker Mortar Inferno Dragon
Mega Knight Firecracker Zappies Electro Dragon Inferno 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.)

Firecracker Mortar Electro Dragon
Firecracker Mortar Electro Dragon
Electro Dragon
Firecracker
Firecracker Mortar Mega Knight
Firecracker Electro Dragon
Firecracker Mortar
Firecracker Electro Dragon
Firecracker Mortar Electro Dragon
Electro Dragon
Firecracker Mortar Electro Dragon
Firecracker Electro Dragon
Firecracker Mortar
Firecracker Mortar Electro Dragon
Firecracker Mortar
Firecracker Mortar Electro Dragon
Firecracker Mortar Electro Dragon Mega Knight
Mortar
Firecracker Mortar Electro Dragon Mega Knight
Firecracker Mortar Electro Dragon Mega Knight
Mega Knight
Mortar Electro Dragon
Firecracker Mortar Electro Dragon Mega Knight
Inferno Dragon
Firecracker Mortar Electro Dragon
Mortar Electro Dragon Mega Knight
Firecracker Mortar
Firecracker Electro Dragon
Electro Dragon Firecracker Zappies
Mortar Electro Dragon Mega Knight
Firecracker Zappies Electro Dragon
Mega Knight
Firecracker
Zappies Electro Dragon
Firecracker Zappies Electro Dragon
Firecracker Electro Dragon Mega Knight
Firecracker Mortar Electro Dragon
Firecracker Electro Dragon Mega Knight
Electro Dragon Firecracker Zappies
Firecracker Zappies Electro Dragon
Electro Dragon Firecracker Mortar Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: