My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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.

Firecracker

Defensive buildings

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

Mortar

Investments

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

Ice Spirit Knight Firecracker Mega Knight Boss Bandit

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Rage

Punishments

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

Mortar 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.

Ice Spirit Knight Mortar Mega Knight Boss Bandit

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.

Firecracker Boss Bandit

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
Giant Snowball
Zap
Firecracker Mortar
Barbarian Barrel
Ice Spirit Knight Firecracker Mortar
The Log
Ice Spirit Firecracker
Earthquake
Firecracker Mortar
Arrows
Ice Spirit Firecracker
Royal Delivery
Ice Spirit Knight Firecracker Boss Bandit
Fireball
Firecracker Mortar Boss Bandit
Poison
Firecracker Mortar Boss Bandit
Lightning
Knight Mortar Boss Bandit
Rocket
Mortar Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker Mortar 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.

Ice Spirit Arrows Knight Rage Mega Knight Boss Bandit

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 Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Rage Arrows Knight Firecracker Mortar Boss Bandit Mega Knight

Shortest cycle

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

9 Ice Spirit Rage Arrows Knight

Attack Synergies 3 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.

Ice Spirit
Knight Firecracker Mortar Mega Knight
Arrows
Knight Mortar Mega Knight
Knight
Ice Spirit Firecracker Mortar Arrows
Firecracker
Knight Ice Spirit Mortar Mega Knight
Mortar
Knight Ice Spirit Arrows Firecracker
Rage
Mega Knight
Ice Spirit Arrows Firecracker
Boss Bandit

Defense Synergies 2 9

Ice Spirit
Knight Firecracker Mortar Mega Knight
Arrows
Mega Knight Knight Mortar
Knight
Firecracker Ice Spirit Arrows Mortar
Firecracker
Knight Ice Spirit Mortar Mega Knight
Mortar
Ice Spirit Arrows Knight Firecracker
Rage
Mega Knight
Arrows Ice Spirit Firecracker
Boss Bandit

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.

Knight Firecracker Mortar
Ice Spirit Knight Firecracker Mortar Mega Knight
Mortar Mega Knight Knight
Knight Firecracker Mortar Mega Knight
Arrows Firecracker Mega Knight
Arrows Firecracker Mega Knight
Ice Spirit Arrows Firecracker Mortar
Arrows Mega Knight
Mortar
Knight Ice Spirit Firecracker Mega Knight
Arrows Knight Firecracker Mega Knight
Arrows Firecracker
Mortar Mega Knight Ice Spirit Knight
Mega Knight Ice Spirit Arrows Firecracker Mortar
Knight Mortar Mega Knight
Ice Spirit Mortar Mega Knight
Mega Knight Arrows Knight Firecracker Mortar
Ice Spirit Arrows Mortar Mega Knight Knight Firecracker
Arrows Mortar Ice Spirit Knight Firecracker Mega Knight
Mortar
Mega Knight Arrows Knight Firecracker

Counters to secondary win conditions

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

Knight Mega Knight
Arrows Knight Firecracker Mortar Mega Knight
Mega Knight Ice Spirit Knight
Mega Knight Knight
Knight Mega Knight
Arrows Firecracker Ice Spirit
Knight
Mega Knight Knight
Mega Knight Ice Spirit Knight Firecracker Mortar
Mega Knight Knight
Mega Knight Arrows
Mega Knight Knight
Firecracker Mega Knight
Ice Spirit Knight Firecracker Mortar
Arrows Mega Knight Firecracker
Arrows Mortar
Mega Knight
Mortar

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 Knight Firecracker Mortar
Arrows Firecracker Mortar
Arrows
Arrows Knight Firecracker
Arrows Firecracker Mortar Mega Knight
Arrows Firecracker Ice Spirit
Arrows Firecracker Mortar
Arrows Ice Spirit Firecracker
Arrows Firecracker Mortar
Firecracker Arrows Knight Mortar
Arrows Firecracker
Knight Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Firecracker Mortar Mega Knight
Arrows Mortar
Arrows Firecracker Mortar Mega Knight
Arrows Firecracker Mortar Mega Knight
Mega Knight
Arrows
Arrows Mortar
Arrows Firecracker Ice Spirit Mortar Mega Knight
Arrows Firecracker Mortar
Arrows Mortar Mega Knight
Arrows Firecracker Mortar
Arrows Firecracker
Ice Spirit Firecracker
Arrows Mortar Mega Knight
Ice Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker
Ice Spirit
Arrows Firecracker
Arrows
Knight Firecracker Mega Knight
Arrows Firecracker Mortar
Arrows
Firecracker Mega Knight
Ice Spirit Firecracker
Firecracker
Firecracker Mortar Mega Knight
Firecracker Mortar Mega Knight

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