My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Zappies Inferno Dragon

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.

Battle Ram Zappies Giant Skeleton Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Battle Ram Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Battle Ram Giant Skeleton 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.

Goblin Barrel Giant Skeleton

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
Battle Ram Goblin Barrel Guards Giant Skeleton Inferno Dragon
Giant Snowball
Battle Ram Zappies Goblin Barrel Guards Inferno Dragon
Zap
Battle Ram Zappies Goblin Barrel Guards Inferno Dragon
Barbarian Barrel
Battle Ram Zappies Goblin Barrel Guards Giant Skeleton
The Log
Battle Ram Zappies Goblin Barrel Guards Giant Skeleton
Earthquake
Zappies Goblin Barrel Guards
Arrows
Zappies Goblin Barrel Guards
Royal Delivery
Battle Ram Zappies Goblin Barrel Guards Giant Skeleton Inferno Dragon
Fireball
Battle Ram Zappies Goblin Barrel Inferno Dragon
Poison
Zappies Guards
Lightning
Battle Ram Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Battle Ram Guards Giant Skeleton 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.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel

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.

Goblin Barrel Guards Fireball Battle Ram Zappies Inferno Dragon Giant Skeleton Mega Knight

Shortest cycle

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

14 Goblin Barrel Guards Fireball Battle Ram

Attack Synergies 1 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.

Fireball
Battle Ram Mega Knight
Battle Ram
Fireball Zappies Goblin Barrel
Zappies
Battle Ram Goblin Barrel Giant Skeleton Mega Knight
Goblin Barrel
Battle Ram Zappies Guards Giant Skeleton Mega Knight
Guards
Goblin Barrel
Giant Skeleton
Zappies Goblin Barrel
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Fireball Zappies Goblin Barrel

Defense Synergies 0 7

Fireball
Zappies Mega Knight
Battle Ram
Zappies
Fireball Guards Giant Skeleton Mega Knight
Goblin Barrel
Guards
Zappies Giant Skeleton
Giant Skeleton
Zappies Guards
Inferno Dragon
Mega Knight
Mega Knight
Fireball 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.

Fireball Zappies
Inferno Dragon Zappies Mega Knight
Mega Knight Zappies Giant Skeleton Inferno Dragon
Inferno Dragon Zappies Guards Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball Zappies Guards Mega Knight
Inferno Dragon Fireball Zappies
Fireball Giant Skeleton Mega Knight
Zappies Inferno Dragon
Guards Zappies Giant Skeleton Mega Knight
Guards Fireball Zappies Giant Skeleton Mega Knight
Inferno Dragon Fireball Zappies
Mega Knight Fireball Zappies Guards Giant Skeleton
Fireball Mega Knight Zappies Guards
Inferno Dragon Zappies Mega Knight
Fireball Zappies Inferno Dragon Mega Knight
Mega Knight Fireball Zappies
Fireball Mega Knight Zappies Guards
Fireball Zappies Guards Giant Skeleton Inferno Dragon Mega Knight
Zappies Inferno Dragon
Mega Knight Fireball Zappies Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Mega Knight Fireball Zappies Giant Skeleton
Fireball Inferno Dragon Mega Knight
Zappies Guards Giant Skeleton Mega Knight
Guards Giant Skeleton Mega Knight Fireball Zappies
Giant Skeleton Zappies Guards Inferno Dragon Mega Knight
Fireball Zappies
Guards Fireball Zappies Giant Skeleton
Giant Skeleton Mega Knight Zappies Inferno Dragon
Giant Skeleton Mega Knight Fireball Zappies Inferno Dragon
Zappies Guards Inferno Dragon
Inferno Dragon Mega Knight Zappies Guards Giant Skeleton
Mega Knight Fireball Guards Giant Skeleton
Giant Skeleton Mega Knight Fireball Zappies Guards
Fireball Zappies Mega Knight
Zappies Guards Fireball Giant Skeleton Inferno Dragon
Mega Knight Fireball Zappies Giant Skeleton 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.)

Fireball Guards Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Guards Giant Skeleton
Fireball Mega Knight
Fireball
Fireball
Fireball
Fireball Guards
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Mega Knight
Fireball Giant Skeleton Mega Knight
Fireball
Fireball
Fireball Mega Knight
Inferno Dragon
Fireball
Fireball Mega Knight
Fireball
Fireball
Fireball Zappies Guards
Fireball
Fireball Mega Knight
Fireball Zappies
Giant Skeleton Mega Knight
Fireball
Fireball Zappies Guards
Fireball Zappies
Fireball
Fireball Mega Knight
Fireball
Fireball Giant Skeleton
Mega Knight
Fireball Zappies Guards Giant Skeleton
Fireball Zappies
Fireball Giant Skeleton Mega Knight

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