My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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!
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.

Minions

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.

Knight Royal Giant Electro Giant Sparky Mega Knight

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

Rocket Poison

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Knight Royal Giant Electro Giant 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
Minions Royal Giant Sparky
Giant Snowball
Minions
Zap
Minions Royal Giant Sparky
Barbarian Barrel
Knight Sparky
The Log
Royal Giant Sparky
Earthquake
Arrows
Minions
Royal Delivery
Knight Minions Sparky
Fireball
Minions Sparky
Poison
Minions Sparky
Lightning
Knight Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Poison Electro Giant Sparky 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.

Knight Rocket Poison Electro Giant Sparky 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

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.

Minions

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.

Knight Minions Poison Royal Giant Rocket Sparky Electro Giant Mega Knight

Shortest cycle

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

16 Knight Minions Poison Royal Giant

Attack Synergies 4 8

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.

Knight
Minions Poison Sparky
Minions
Knight Royal Giant Mega Knight Sparky
Royal Giant
Minions Poison Rocket Sparky
Rocket
Royal Giant Electro Giant
Poison
Royal Giant Knight Mega Knight
Electro Giant
Rocket Sparky
Sparky
Knight Minions Royal Giant Electro Giant
Mega Knight
Minions Poison

Defense Synergies 1 5

Knight
Minions Poison Sparky
Minions
Knight Mega Knight
Royal Giant
Rocket
Poison
Knight Sparky Mega Knight
Electro Giant
Sparky
Knight Poison
Mega Knight
Minions Poison

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.

Rocket Knight Minions Sparky
Sparky Knight Minions Mega Knight
Rocket Sparky Mega Knight Knight Minions
Sparky Knight Minions Mega Knight
Rocket Poison Sparky Mega Knight
Minions Mega Knight
Minions Rocket Poison
Rocket Poison Electro Giant Sparky Mega Knight
Sparky Minions
Knight Sparky Mega Knight
Minions Poison Knight Electro Giant Mega Knight
Minions Poison
Sparky Mega Knight Knight Minions Rocket
Rocket Sparky Mega Knight Minions Poison
Sparky Knight Mega Knight
Rocket Electro Giant Sparky Mega Knight
Sparky Mega Knight Knight Minions Poison
Mega Knight Knight Minions
Poison Knight Minions Mega Knight
Sparky
Mega Knight Knight Minions Poison Electro Giant Sparky

Counters to secondary win conditions

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

Knight Mega Knight Electro Giant Sparky
Poison Knight Rocket Mega Knight
Mega Knight Knight Minions Rocket Sparky
Rocket Mega Knight Knight Sparky
Knight Sparky Mega Knight
Rocket Poison Electro Giant Minions
Rocket Sparky Knight Minions
Mega Knight Knight Sparky
Rocket Mega Knight Knight Minions Poison Sparky
Sparky
Mega Knight Knight Minions Sparky
Rocket Mega Knight Poison Electro Giant
Rocket Mega Knight Knight Sparky
Electro Giant Sparky Mega Knight
Electro Giant Sparky Knight Minions Rocket Poison
Minions Poison Mega Knight Electro Giant Sparky

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.)

Poison Knight Rocket Sparky
Poison
Rocket Poison Sparky
Knight Rocket Poison Sparky
Rocket Poison Sparky Mega Knight
Poison Electro Giant Minions Rocket
Poison Sparky
Poison
Poison
Rocket Minions Poison Sparky
Rocket Poison Knight Sparky
Poison Rocket
Rocket Poison Knight Sparky
Minions Rocket Poison
Poison Sparky
Rocket Poison Sparky
Rocket Poison Sparky Mega Knight
Rocket Poison Sparky
Minions Rocket Sparky
Rocket Poison Sparky Mega Knight
Rocket Poison Electro Giant Mega Knight
Rocket Minions Poison Sparky Mega Knight
Rocket Poison
Rocket Sparky
Rocket Poison
Poison Electro Giant Sparky Mega Knight
Poison Sparky
Poison Sparky Mega Knight
Rocket Poison Sparky
Poison Electro Giant Sparky
Rocket Minions Poison Electro Giant
Sparky
Poison Rocket Sparky Mega Knight
Rocket Poison Sparky
Sparky Mega Knight
Rocket Poison Sparky
Minions Rocket
Rocket Poison
Poison Knight Rocket Sparky Mega Knight
Poison
Rocket Poison Electro Giant Sparky
Sparky Mega Knight
Electro Giant Minions Rocket Poison Sparky
Rocket Poison
Poison Rocket Electro Giant Sparky Mega Knight

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