My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Royal Recruits Wizard Electro Giant Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Void

Punishments

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

Royal Recruits Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Royal Recruits Electro Giant 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.

Electro Spirit

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 Recruits Guards Inferno Dragon
Giant Snowball
Royal Recruits Guards Inferno Dragon
Zap
Guards Inferno Dragon
Barbarian Barrel
Electro Spirit Royal Recruits Wizard Guards
The Log
Electro Spirit Royal Recruits Guards
Earthquake
Guards
Arrows
Electro Spirit Royal Recruits Guards
Royal Delivery
Electro Spirit Royal Recruits Wizard Guards Inferno Dragon
Fireball
Wizard Inferno Dragon
Poison
Royal Recruits Wizard Guards
Lightning
Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Electro Giant 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.

Electro Spirit Royal Recruits Guards Electro Giant Inferno Dragon 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Guards Void Inferno Dragon Wizard Royal Recruits Electro Giant Mega Knight

Shortest cycle

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

11 Electro Spirit Guards Void Inferno Dragon

Attack Synergies 1 4

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.

Electro Spirit
Electro Giant
Royal Recruits
Wizard
Mega Knight
Guards
Void
Electro Giant
Electro Giant
Electro Spirit Void Inferno Dragon
Inferno Dragon
Mega Knight Electro Giant
Mega Knight
Inferno Dragon Wizard

Defense Synergies 0 4

Electro Spirit
Royal Recruits
Wizard
Guards Mega Knight
Guards
Wizard
Void
Electro Giant
Inferno Dragon
Inferno Dragon
Electro Giant Mega Knight
Mega Knight
Wizard 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.

Royal Recruits Wizard Void
Inferno Dragon Royal Recruits Mega Knight
Mega Knight Royal Recruits Void Inferno Dragon
Royal Recruits Inferno Dragon Guards Mega Knight
Royal Recruits Mega Knight
Electro Spirit Guards Mega Knight
Inferno Dragon Electro Spirit Wizard Void
Electro Spirit Royal Recruits Void Electro Giant Mega Knight
Inferno Dragon Royal Recruits
Guards Royal Recruits Mega Knight
Guards Electro Spirit Royal Recruits Wizard Electro Giant Mega Knight
Inferno Dragon Wizard
Royal Recruits Mega Knight Wizard Guards
Wizard Mega Knight Electro Spirit Royal Recruits Guards
Royal Recruits Inferno Dragon Mega Knight
Royal Recruits Electro Giant Inferno Dragon Mega Knight
Wizard Mega Knight Royal Recruits
Mega Knight Electro Spirit Royal Recruits Wizard Guards
Wizard Electro Spirit Royal Recruits Guards Inferno Dragon Mega Knight
Royal Recruits Inferno Dragon
Royal Recruits Wizard Mega Knight Electro Spirit Guards Electro Giant

Counters to secondary win conditions

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

Royal Recruits Guards Mega Knight Void Electro Giant
Void Wizard Inferno Dragon Mega Knight
Royal Recruits Guards Mega Knight
Royal Recruits Guards Mega Knight
Royal Recruits Guards Inferno Dragon Mega Knight
Wizard Electro Giant Electro Spirit
Royal Recruits Guards Void
Mega Knight Royal Recruits Inferno Dragon
Royal Recruits Void Mega Knight Electro Spirit Inferno Dragon
Royal Recruits Guards Inferno Dragon
Inferno Dragon Mega Knight Royal Recruits Guards
Royal Recruits Mega Knight Guards Void Electro Giant
Royal Recruits Mega Knight Wizard Guards
Royal Recruits Wizard Electro Giant Mega Knight
Royal Recruits Guards Electro Giant Electro Spirit Inferno Dragon
Mega Knight Electro Spirit Royal Recruits Wizard Electro Giant 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.)

Void Royal Recruits Guards
Void
Void
Royal Recruits Guards Void
Wizard Mega Knight
Wizard Electro Giant Electro Spirit
Wizard
Wizard
Void Wizard
Guards Void
Void Royal Recruits Wizard
Void Wizard
Void
Void
Wizard
Royal Recruits Wizard Mega Knight
Void Wizard Mega Knight
Wizard Electro Giant Mega Knight
Void Mega Knight
Wizard Void
Void
Royal Recruits Void
Electro Giant Electro Spirit Wizard Mega Knight
Inferno Dragon
Void Wizard
Void Wizard Mega Knight
Void
Wizard Electro Giant
Electro Spirit Wizard Guards Void Electro Giant
Void
Void Wizard Mega Knight
Void Electro Spirit
Mega Knight
Wizard
Electro Spirit Royal Recruits Guards Void
Wizard
Void Wizard Mega Knight
Wizard
Void Electro Giant
Royal Recruits Mega Knight
Electro Giant Electro Spirit Royal Recruits Guards
Void
Void Royal Recruits Electro Giant Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: