My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Inferno Dragon

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.

Skeletons Bats Firecracker Electro Giant Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Tornado

Punishments

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

Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Giant 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.

Firecracker

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
Skeletons Bats Inferno Dragon
Giant Snowball
Skeletons Bats Inferno Dragon
Zap
Skeletons Bats Firecracker Inferno Dragon
Barbarian Barrel
Skeletons Firecracker
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Inferno Dragon
Fireball
Firecracker Inferno Dragon
Poison
Bats Firecracker
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Tornado Electro Giant 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.

Bats Tornado Electro Giant Inferno Dragon 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.

Fireball

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.

Fireball

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.

Skeletons Bats Firecracker Tornado Fireball Inferno Dragon Electro Giant Mega Knight

Shortest cycle

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

9 Skeletons Bats Firecracker Tornado

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.

Skeletons
Bats
Mega Knight Firecracker Inferno Dragon
Firecracker
Bats Tornado Inferno Dragon Mega Knight
Fireball
Tornado Mega Knight
Tornado
Fireball Electro Giant Firecracker Mega Knight
Electro Giant
Tornado Inferno Dragon
Inferno Dragon
Mega Knight Bats Firecracker Electro Giant
Mega Knight
Bats Inferno Dragon Firecracker Fireball Tornado

Defense Synergies 1 15

Skeletons
Bats Firecracker Tornado Inferno Dragon
Bats
Skeletons Firecracker Inferno Dragon Mega Knight
Firecracker
Skeletons Bats Tornado Mega Knight
Fireball
Tornado Mega Knight
Tornado
Fireball Skeletons Firecracker Electro Giant Inferno Dragon Mega Knight
Electro Giant
Tornado Inferno Dragon
Inferno Dragon
Skeletons Bats Tornado Electro Giant Mega Knight
Mega Knight
Bats Firecracker Fireball Tornado Inferno Dragon

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.

Firecracker Fireball
Inferno Dragon Skeletons Bats Firecracker Mega Knight
Tornado Mega Knight Skeletons Bats Inferno Dragon
Inferno Dragon Skeletons Bats Firecracker Mega Knight
Firecracker Fireball Tornado Mega Knight
Fireball Tornado Skeletons Bats Firecracker Mega Knight
Bats Tornado Inferno Dragon Firecracker Fireball
Fireball Electro Giant Mega Knight
Inferno Dragon Skeletons Tornado
Tornado Skeletons Firecracker Mega Knight
Bats Skeletons Firecracker Fireball Tornado Electro Giant Mega Knight
Inferno Dragon Bats Firecracker Fireball Tornado
Mega Knight Skeletons Bats Fireball
Fireball Mega Knight Bats Firecracker Tornado
Inferno Dragon Mega Knight
Tornado Fireball Electro Giant Inferno Dragon Mega Knight
Mega Knight Skeletons Bats Firecracker Fireball Tornado
Fireball Mega Knight Bats Firecracker Tornado
Tornado Bats Firecracker Fireball Inferno Dragon Mega Knight
Tornado Inferno Dragon
Mega Knight Bats Firecracker Fireball Electro Giant

Counters to secondary win conditions

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

Mega Knight Skeletons Fireball Electro Giant
Fireball Firecracker Inferno Dragon Mega Knight
Mega Knight Skeletons Bats
Mega Knight Bats Fireball Tornado
Skeletons Inferno Dragon Mega Knight
Firecracker Fireball Electro Giant Skeletons Bats Tornado
Skeletons Bats Fireball
Mega Knight Inferno Dragon
Mega Knight Skeletons Bats Firecracker Fireball Tornado Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Fireball Tornado Electro Giant
Mega Knight Skeletons Fireball
Firecracker Fireball Electro Giant Mega Knight
Electro Giant Skeletons Bats Firecracker Fireball Tornado Inferno Dragon
Bats Mega Knight Firecracker Fireball Electro Giant Inferno 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.)

Fireball Firecracker
Firecracker Fireball Tornado
Fireball
Firecracker Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball Electro Giant Bats Tornado
Firecracker Tornado
Fireball Firecracker Tornado
Fireball Firecracker Tornado
Bats Fireball Tornado
Firecracker Fireball Tornado
Fireball Firecracker Tornado
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Mega Knight
Fireball Tornado
Bats
Firecracker Fireball Mega Knight
Firecracker Fireball Tornado Electro Giant Mega Knight
Fireball Mega Knight
Fireball Tornado
Tornado
Fireball
Firecracker Tornado Electro Giant Fireball Mega Knight
Inferno Dragon
Firecracker Fireball Tornado
Fireball Tornado Mega Knight
Fireball Firecracker Tornado
Bats Firecracker Fireball Tornado Electro Giant
Bats Firecracker Fireball Electro Giant
Fireball
Fireball Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball
Bats Fireball
Fireball Firecracker Tornado
Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball
Fireball Tornado Electro Giant
Firecracker Mega Knight
Electro Giant Bats Firecracker Fireball Tornado
Firecracker Bats Fireball Tornado
Firecracker Fireball Tornado Electro Giant Mega Knight

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