My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Archers Rascals Baby Dragon Electro Dragon 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.

Archers Rascals Royal Giant Baby Dragon Electro Dragon Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball

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.

Fireball

Dropped at the bridge

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

Rascals Royal Giant 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.

Electro Dragon

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
Archers Royal Giant Inferno Dragon
Giant Snowball
Archers Baby Dragon Electro Dragon Inferno Dragon
Zap
Archers Royal Giant Inferno Dragon
Barbarian Barrel
Archers Rascals
The Log
Archers Rascals Royal Giant
Earthquake
Archers
Arrows
Archers Rascals
Royal Delivery
Archers Rascals Baby Dragon Electro Dragon Inferno Dragon
Fireball
Archers Rascals Baby Dragon Electro Dragon Inferno Dragon
Poison
Archers Rascals Electro Dragon
Lightning
Baby Dragon Electro Dragon Inferno Dragon
Rocket
Rascals Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Electro 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.

Baby Dragon 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.

Royal Giant 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.

Archers Fireball Baby Dragon Inferno Dragon Rascals Electro Dragon Royal Giant Mega Knight

Shortest cycle

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

15 Archers Fireball Baby Dragon Inferno Dragon

Attack Synergies 2 16

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.

Archers
Royal Giant Baby Dragon Electro Dragon Inferno Dragon Mega Knight
Rascals
Baby Dragon Electro Dragon
Royal Giant
Fireball Archers Baby Dragon Electro Dragon
Fireball
Royal Giant Baby Dragon Mega Knight
Baby Dragon
Archers Rascals Royal Giant Fireball Electro Dragon Inferno Dragon Mega Knight
Electro Dragon
Archers Rascals Royal Giant Baby Dragon Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Archers Baby Dragon Electro Dragon
Mega Knight
Inferno Dragon Archers Fireball Baby Dragon Electro Dragon

Defense Synergies 0 10

Archers
Rascals Baby Dragon Mega Knight
Rascals
Archers Baby Dragon
Royal Giant
Fireball
Mega Knight
Baby Dragon
Archers Rascals Electro Dragon Inferno Dragon Mega Knight
Electro Dragon
Baby Dragon Inferno Dragon
Inferno Dragon
Baby Dragon Electro Dragon Mega Knight
Mega Knight
Archers Fireball Baby Dragon 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.

Fireball Baby Dragon Electro Dragon
Inferno Dragon Rascals Electro Dragon Mega Knight
Mega Knight Archers Rascals Electro Dragon Inferno Dragon
Inferno Dragon Rascals Electro Dragon Mega Knight
Fireball Mega Knight
Fireball Archers Rascals Baby Dragon Electro Dragon Mega Knight
Inferno Dragon Archers Rascals Fireball Baby Dragon Electro Dragon
Rascals Fireball Baby Dragon Electro Dragon Mega Knight
Inferno Dragon Rascals
Archers Rascals Mega Knight
Archers Rascals Fireball Baby Dragon Electro Dragon Mega Knight
Inferno Dragon Archers Rascals Fireball Baby Dragon Electro Dragon
Mega Knight Rascals Fireball Electro Dragon
Fireball Mega Knight Rascals Baby Dragon Electro Dragon
Inferno Dragon Rascals Mega Knight
Rascals Fireball Inferno Dragon Mega Knight
Mega Knight Rascals Fireball Electro Dragon
Fireball Mega Knight Archers Rascals Baby Dragon Electro Dragon
Baby Dragon Archers Rascals Fireball Electro Dragon Inferno Dragon Mega Knight
Inferno Dragon
Rascals Mega Knight Archers Fireball Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Rascals Mega Knight Archers Fireball
Fireball Archers Baby Dragon Electro Dragon Inferno Dragon Mega Knight
Mega Knight Rascals Electro Dragon
Mega Knight Rascals Fireball
Rascals Inferno Dragon Mega Knight
Fireball Archers Rascals Baby Dragon Electro Dragon
Rascals Archers Fireball
Mega Knight Rascals Inferno Dragon
Electro Dragon Mega Knight Fireball Baby Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Rascals Electro Dragon
Mega Knight Fireball
Rascals Mega Knight Fireball
Archers Rascals Fireball Baby Dragon Electro Dragon Mega Knight
Rascals Electro Dragon Archers Fireball Baby Dragon Inferno Dragon
Mega Knight Archers Rascals Fireball Baby Dragon Electro Dragon 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 Rascals Baby Dragon Electro Dragon
Fireball Baby Dragon Electro Dragon
Fireball Baby Dragon Electro Dragon
Rascals Fireball
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon Electro Dragon
Archers Baby Dragon
Fireball Baby Dragon Electro Dragon
Fireball Electro Dragon
Fireball Electro Dragon
Fireball Electro Dragon
Fireball Archers Baby Dragon Electro Dragon
Fireball Baby Dragon
Fireball Baby Dragon Electro Dragon
Fireball Baby Dragon
Fireball Baby Dragon Electro Dragon
Fireball Baby Dragon Electro Dragon Mega Knight
Fireball
Archers Fireball Baby Dragon Electro Dragon Mega Knight
Fireball Baby Dragon Electro Dragon Mega Knight
Fireball Baby Dragon Mega Knight
Fireball
Fireball Baby Dragon Electro Dragon
Fireball Baby Dragon Electro Dragon Mega Knight
Inferno Dragon
Fireball Baby Dragon Electro Dragon
Fireball Baby Dragon Electro Dragon Mega Knight
Fireball Baby Dragon
Archers Fireball Baby Dragon Electro Dragon
Electro Dragon Fireball
Fireball
Fireball Electro Dragon Mega Knight
Fireball Electro Dragon
Mega Knight
Fireball
Archers Fireball Electro Dragon
Fireball Archers Baby Dragon Electro Dragon
Fireball
Fireball Rascals Baby Dragon Electro Dragon Mega Knight
Fireball Baby Dragon Electro Dragon
Fireball
Electro Dragon Mega Knight
Electro Dragon Rascals Fireball Baby Dragon
Fireball Electro Dragon
Electro Dragon Fireball Baby Dragon Mega Knight

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