My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Rascals Ice Golem Zappies Wizard Phoenix

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.

Rascals Ice Golem Elixir Golem Zappies Wizard Phoenix Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

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.

Rascals Ice Golem Elixir Golem Phoenix Mega Knight

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
Elixir Golem Phoenix
Giant Snowball
Zappies
Zap
Zappies
Barbarian Barrel
Rascals Elixir Golem Zappies Wizard
The Log
Rascals Elixir Golem Zappies
Earthquake
Elixir Golem Zappies
Arrows
Rascals Zappies
Royal Delivery
Rascals Elixir Golem Zappies Wizard
Fireball
Rascals Elixir Golem Zappies Wizard
Poison
Rascals Elixir Golem Zappies Wizard Phoenix
Lightning
Ice Golem Wizard Phoenix
Rocket
Rascals Wizard Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Wizard 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.

Arrows Ice Golem Elixir 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.

Ice Golem 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem Arrows Elixir Golem Zappies Phoenix Rascals Wizard Mega Knight

Shortest cycle

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

12 Ice Golem Arrows Elixir Golem Zappies

Attack Synergies 0 9

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.

Arrows
Elixir Golem Phoenix Mega Knight
Rascals
Zappies
Ice Golem
Zappies
Elixir Golem
Arrows Zappies Wizard
Zappies
Rascals Ice Golem Elixir Golem Mega Knight
Wizard
Elixir Golem Mega Knight
Phoenix
Arrows
Mega Knight
Arrows Zappies Wizard

Defense Synergies 1 8

Arrows
Mega Knight Ice Golem Phoenix
Rascals
Ice Golem
Arrows Zappies Wizard Phoenix Mega Knight
Elixir Golem
Zappies
Ice Golem Mega Knight
Wizard
Ice Golem Mega Knight
Phoenix
Arrows Ice Golem
Mega Knight
Arrows Ice Golem Zappies 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.

Ice Golem Zappies Wizard
Rascals Zappies Phoenix Mega Knight
Mega Knight Rascals Zappies
Rascals Zappies Phoenix Mega Knight
Arrows Mega Knight
Arrows Rascals Zappies Mega Knight
Arrows Rascals Zappies Wizard Phoenix
Arrows Rascals Ice Golem Phoenix Mega Knight
Zappies Rascals Phoenix
Rascals Ice Golem Zappies Phoenix Mega Knight
Arrows Rascals Ice Golem Zappies Wizard Mega Knight
Arrows Rascals Zappies Wizard Phoenix
Mega Knight Rascals Zappies Wizard
Wizard Mega Knight Arrows Rascals Zappies
Rascals Zappies Phoenix Mega Knight
Rascals Zappies Mega Knight
Wizard Mega Knight Arrows Rascals Zappies
Arrows Mega Knight Rascals Zappies Wizard
Arrows Wizard Rascals Ice Golem Zappies Mega Knight
Zappies Phoenix
Rascals Wizard Mega Knight Arrows Zappies

Counters to secondary win conditions

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

Rascals Mega Knight Ice Golem Zappies
Arrows Ice Golem Wizard Phoenix Mega Knight
Zappies Mega Knight Rascals Ice Golem
Mega Knight Rascals Ice Golem Zappies Phoenix
Rascals Zappies Phoenix Mega Knight
Arrows Wizard Rascals Ice Golem Zappies
Rascals Ice Golem Zappies Phoenix
Mega Knight Rascals Zappies Phoenix
Mega Knight Ice Golem Zappies Phoenix
Zappies Phoenix
Mega Knight Rascals Zappies Phoenix
Mega Knight Arrows Phoenix
Rascals Mega Knight Ice Golem Zappies Wizard
Wizard Rascals Zappies Mega Knight
Rascals Zappies Phoenix Ice Golem
Arrows Mega Knight Rascals Ice Golem Zappies Wizard Phoenix

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.)

Arrows Rascals Ice Golem
Arrows
Arrows
Arrows Rascals Ice Golem
Wizard Arrows Mega Knight
Arrows Wizard Ice Golem
Arrows Wizard
Arrows Ice Golem Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Ice Golem
Arrows
Arrows Ice Golem
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Ice Golem Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Ice Golem Wizard
Zappies Wizard
Arrows Wizard Mega Knight
Arrows Zappies
Mega Knight
Arrows Wizard
Zappies
Arrows Zappies Wizard
Arrows
Rascals Wizard Mega Knight
Arrows Ice Golem Wizard
Arrows
Mega Knight
Rascals Zappies
Zappies
Mega Knight

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