My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard Ram Rider

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.

Wizard Giant Skeleton Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage

Punishments

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

Ram Rider 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.

Giant Skeleton Ram Rider 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.

Giant Skeleton Electro Wizard Ram Rider

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
Clone Giant Skeleton Ram Rider
Giant Snowball
Clone Ram Rider
Zap
Clone Ram Rider
Barbarian Barrel
Wizard Clone Giant Skeleton Electro Wizard
The Log
Clone Giant Skeleton Ram Rider
Earthquake
Clone
Arrows
Clone
Royal Delivery
Wizard Clone Giant Skeleton Electro Wizard Ram Rider
Fireball
Wizard Clone Electro Wizard Ram Rider
Poison
Wizard Clone Electro Wizard
Lightning
Wizard Electro Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage Clone Giant Skeleton Mega Knight

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.

Wizard Electro Wizard

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.

Mirror Rage Clone Electro Wizard Wizard Ram Rider Giant Skeleton Mega Knight

Shortest cycle

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

9 Mirror Rage Clone Electro Wizard

Attack Synergies 1 13

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.

Wizard
Rage Giant Skeleton Ram Rider Mega Knight
Mirror
Giant Skeleton Ram Rider
Rage
Wizard Giant Skeleton Electro Wizard
Clone
Giant Skeleton Electro Wizard
Giant Skeleton
Clone Wizard Mirror Rage Electro Wizard
Electro Wizard
Rage Clone Giant Skeleton Ram Rider Mega Knight
Ram Rider
Wizard Mirror Electro Wizard Mega Knight
Mega Knight
Wizard Electro Wizard Ram Rider

Defense Synergies 0 8

Wizard
Giant Skeleton Electro Wizard Mega Knight
Mirror
Electro Wizard Mega Knight
Rage
Clone
Giant Skeleton
Wizard Electro Wizard
Electro Wizard
Wizard Mirror Giant Skeleton Ram Rider Mega Knight
Ram Rider
Electro Wizard
Mega Knight
Wizard Mirror Electro Wizard

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.

Wizard Electro Wizard Ram Rider
Electro Wizard Ram Rider Mega Knight
Ram Rider Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Ram Rider Mega Knight
Giant Skeleton Mega Knight
Electro Wizard Mega Knight
Electro Wizard Ram Rider Wizard
Giant Skeleton Electro Wizard Ram Rider Mega Knight
Giant Skeleton Electro Wizard Mega Knight
Electro Wizard Wizard Giant Skeleton Ram Rider Mega Knight
Wizard Electro Wizard Ram Rider
Mega Knight Wizard Giant Skeleton Electro Wizard Ram Rider
Wizard Mega Knight Electro Wizard
Electro Wizard Ram Rider Mega Knight
Electro Wizard Ram Rider Mega Knight
Wizard Mega Knight Electro Wizard
Mega Knight Wizard Electro Wizard Ram Rider
Wizard Giant Skeleton Electro Wizard Ram Rider Mega Knight
Electro Wizard Ram Rider
Wizard Mega Knight Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Wizard Mega Knight
Giant Skeleton Mega Knight Electro Wizard Ram Rider
Giant Skeleton Mega Knight Electro Wizard Ram Rider
Giant Skeleton Ram Rider Mega Knight
Wizard Electro Wizard Ram Rider
Giant Skeleton Electro Wizard Ram Rider
Giant Skeleton Mega Knight
Giant Skeleton Electro Wizard Mega Knight
Mega Knight Giant Skeleton
Mega Knight Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Wizard Ram Rider
Wizard Mega Knight
Electro Wizard Giant Skeleton
Mega Knight Wizard Giant Skeleton Electro Wizard

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.)

Giant Skeleton
Electro Wizard Ram Rider
Giant Skeleton
Giant Skeleton
Wizard Mega Knight
Wizard Ram Rider
Wizard
Wizard Ram Rider
Wizard Ram Rider
Electro Wizard
Wizard Electro Wizard Ram Rider
Wizard
Wizard
Wizard Mega Knight
Wizard Electro Wizard Mega Knight
Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Wizard Mega Knight
Wizard Electro Wizard Ram Rider
Wizard Ram Rider Mega Knight
Wizard Electro Wizard
Electro Wizard Wizard
Wizard Mega Knight
Electro Wizard
Giant Skeleton Mega Knight
Wizard
Electro Wizard
Wizard Electro Wizard Ram Rider
Wizard Electro Wizard Mega Knight
Wizard
Giant Skeleton
Mega Knight
Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard Mega Knight

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