My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Void

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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Knight Battle Ram Giant Skeleton Phoenix Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram 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.

Electro Spirit Knight Battle Ram Giant Skeleton Phoenix Mega Knight Mighty Miner

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 Giant Skeleton Mighty Miner

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
Bomber Battle Ram Giant Skeleton Phoenix Mighty Miner
Giant Snowball
Bomber Battle Ram Mighty Miner
Zap
Bomber Battle Ram Mighty Miner
Barbarian Barrel
Electro Spirit Bomber Knight Battle Ram Giant Skeleton
The Log
Electro Spirit Bomber Battle Ram Giant Skeleton
Earthquake
Bomber
Arrows
Electro Spirit Bomber
Royal Delivery
Electro Spirit Bomber Knight Battle Ram Giant Skeleton
Fireball
Bomber Battle Ram Mighty Miner
Poison
Bomber Phoenix
Lightning
Knight Battle Ram Phoenix Mighty Miner
Rocket
Phoenix Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber 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 Knight Battle Ram Giant Skeleton Mega Knight Mighty Miner

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 Bomber Knight Battle Ram Phoenix Mighty Miner Giant Skeleton Mega Knight

Shortest cycle

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

10 Electro Spirit Bomber Knight Battle Ram

Attack Synergies 1 7

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
Battle Ram Giant Skeleton Phoenix
Bomber
Knight Battle Ram Giant Skeleton Mega Knight
Knight
Battle Ram Bomber
Battle Ram
Knight Electro Spirit Bomber
Giant Skeleton
Electro Spirit Bomber
Phoenix
Electro Spirit
Mega Knight
Bomber
Mighty Miner

Defense Synergies 1 2

Electro Spirit
Phoenix
Bomber
Knight
Knight
Bomber Phoenix
Battle Ram
Giant Skeleton
Phoenix
Electro Spirit Knight
Mega Knight
Mighty Miner

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.

Bomber Knight
Bomber Knight Phoenix Mega Knight
Mega Knight Bomber Knight Giant Skeleton
Bomber Knight Phoenix Mega Knight
Bomber Giant Skeleton Mega Knight
Electro Spirit Bomber Mega Knight
Electro Spirit Phoenix
Electro Spirit Giant Skeleton Phoenix Mega Knight
Mighty Miner Phoenix
Knight Bomber Giant Skeleton Phoenix Mega Knight
Electro Spirit Bomber Knight Giant Skeleton Mega Knight
Phoenix
Mega Knight Bomber Knight Giant Skeleton
Bomber Mega Knight Electro Spirit
Knight Phoenix Mega Knight
Mega Knight
Mega Knight Bomber Knight
Mega Knight Electro Spirit Bomber Knight
Electro Spirit Bomber Knight Giant Skeleton Mega Knight
Phoenix
Bomber Mega Knight Electro Spirit Knight Giant Skeleton

Counters to secondary win conditions

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

Knight Mega Knight Giant Skeleton
Bomber Knight Phoenix Mega Knight
Giant Skeleton Mega Knight Knight
Giant Skeleton Mega Knight Knight Phoenix
Giant Skeleton Knight Phoenix Mega Knight Mighty Miner
Electro Spirit
Knight Giant Skeleton Phoenix
Giant Skeleton Mega Knight Mighty Miner Knight Phoenix
Giant Skeleton Mega Knight Electro Spirit Knight Phoenix
Phoenix
Mega Knight Knight Giant Skeleton Phoenix
Mega Knight Giant Skeleton Phoenix
Giant Skeleton Mega Knight Knight
Bomber Mega Knight
Phoenix Electro Spirit Bomber Knight Giant Skeleton Mighty Miner
Mega Knight Electro Spirit Bomber Giant Skeleton Phoenix Mighty Miner

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.)

Knight Giant Skeleton
Giant Skeleton
Knight Giant Skeleton
Bomber Mega Knight
Electro Spirit
Bomber
Knight
Knight
Bomber
Mega Knight
Bomber
Bomber Mega Knight
Bomber Mega Knight
Giant Skeleton Mega Knight
Electro Spirit Bomber Mega Knight
Mega Knight
Electro Spirit
Bomber Mega Knight
Electro Spirit
Mighty Miner Giant Skeleton Mega Knight
Electro Spirit
Knight Mega Knight
Bomber
Giant Skeleton
Mega Knight
Electro Spirit Giant Skeleton
Giant Skeleton Mega Knight

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