My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Elixir Golem Battle Ram Baby Dragon Night Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Battle Ram Goblin Drill

Damage spells

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

Earthquake

Punishments

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

Elixir Golem Battle Ram Mega Knight

Pump responses

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

Earthquake Goblin Drill

Dropped at the bridge

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

Elixir Golem Battle Ram Baby Dragon 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 Drill

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 Battle Ram Guards Goblin Drill Night Witch
Giant Snowball
Battle Ram Guards Baby Dragon Goblin Drill Night Witch
Zap
Battle Ram Guards Goblin Drill Night Witch
Barbarian Barrel
Elixir Golem Battle Ram Guards Goblin Drill Night Witch
The Log
Elixir Golem Battle Ram Guards Goblin Drill
Earthquake
Elixir Golem Guards Goblin Drill
Arrows
Guards Goblin Drill Night Witch
Royal Delivery
Elixir Golem Battle Ram Guards Baby Dragon Goblin Drill Night Witch
Fireball
Elixir Golem Battle Ram Baby Dragon Goblin Drill Night Witch
Poison
Elixir Golem Guards Goblin Drill Night Witch
Lightning
Battle Ram Baby Dragon Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Baby Dragon 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.

Elixir Golem Battle Ram Guards Baby Dragon Goblin Drill Night Witch Mega Knight

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.

Earthquake Elixir Golem Guards Battle Ram Baby Dragon Goblin Drill Night Witch Mega Knight

Shortest cycle

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

13 Earthquake Elixir Golem Guards Battle Ram

Attack Synergies 2 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.

Earthquake
Elixir Golem Battle Ram Mega Knight
Elixir Golem
Earthquake Night Witch Baby Dragon
Battle Ram
Earthquake Baby Dragon
Guards
Baby Dragon
Elixir Golem Battle Ram Mega Knight
Goblin Drill
Mega Knight
Night Witch
Elixir Golem Mega Knight
Mega Knight
Earthquake Baby Dragon Goblin Drill Night Witch

Defense Synergies 0 5

Earthquake
Mega Knight
Elixir Golem
Battle Ram
Guards
Baby Dragon Goblin Drill
Baby Dragon
Guards Mega Knight
Goblin Drill
Guards
Night Witch
Mega Knight
Mega Knight
Earthquake Baby Dragon Night Witch

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.

Earthquake Baby Dragon
Goblin Drill Night Witch Mega Knight
Mega Knight Goblin Drill Night Witch
Night Witch Guards Goblin Drill Mega Knight
Earthquake Mega Knight
Earthquake Guards Baby Dragon Night Witch Mega Knight
Baby Dragon Night Witch
Earthquake Baby Dragon Mega Knight
Goblin Drill Night Witch
Guards Night Witch Mega Knight
Guards Earthquake Baby Dragon Goblin Drill Night Witch Mega Knight
Baby Dragon Night Witch
Goblin Drill Night Witch Mega Knight Earthquake Guards
Mega Knight Earthquake Guards Baby Dragon Goblin Drill Night Witch
Goblin Drill Mega Knight
Goblin Drill Mega Knight
Mega Knight Goblin Drill Night Witch
Mega Knight Guards Baby Dragon Goblin Drill Night Witch
Earthquake Baby Dragon Goblin Drill Guards Mega Knight
Goblin Drill
Mega Knight Earthquake Guards Baby Dragon Night Witch

Counters to secondary win conditions

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

Guards Mega Knight
Baby Dragon Mega Knight
Guards Mega Knight
Guards Mega Knight Night Witch
Guards Goblin Drill Night Witch Mega Knight
Baby Dragon
Guards Night Witch
Mega Knight
Mega Knight Baby Dragon
Guards Goblin Drill
Mega Knight Guards
Mega Knight Guards
Mega Knight Guards Night Witch
Baby Dragon Mega Knight
Guards Baby Dragon Goblin Drill Night Witch
Mega Knight Earthquake Baby 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.)

Earthquake Guards Baby Dragon Goblin Drill
Baby Dragon
Earthquake Baby Dragon Goblin Drill
Earthquake Guards
Earthquake Baby Dragon Mega Knight
Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Guards Night Witch
Earthquake
Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon Goblin Drill
Earthquake Baby Dragon Mega Knight
Earthquake
Night Witch
Earthquake Baby Dragon Mega Knight
Earthquake Baby Dragon Mega Knight
Earthquake Baby Dragon Night Witch Mega Knight
Earthquake Baby Dragon Goblin Drill
Earthquake Baby Dragon Mega Knight
Earthquake Baby Dragon
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon Night Witch
Guards
Night Witch
Earthquake Night Witch Mega Knight
Mega Knight
Earthquake
Earthquake Guards Night Witch
Baby Dragon
Baby Dragon Mega Knight
Earthquake Baby Dragon
Mega Knight
Guards Baby Dragon
Baby Dragon Mega Knight

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