My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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.

Inferno Tower Electro Wizard Magic Archer

Defensive buildings

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

Inferno Tower

Investments

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

Giant Skeleton Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Hog 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.

Hog Rider Giant Skeleton Magic Archer 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.

Hog Rider Giant Skeleton Electro Wizard Magic Archer

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
Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Hog Rider Skeleton Army
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Skeleton Army Giant Skeleton Electro Wizard Magic Archer
The Log
Hog Rider Skeleton Army Giant Skeleton
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Skeleton Army Giant Skeleton Electro Wizard Magic Archer
Fireball
Hog Rider Inferno Tower Skeleton Army Electro Wizard Magic Archer
Poison
Inferno Tower Skeleton Army Electro Wizard Magic Archer
Lightning
Inferno Tower Electro Wizard Magic Archer
Rocket
Hog Rider Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer 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.

Arrows Inferno Tower Skeleton Army Giant Skeleton 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.

Skeleton Army

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.

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.

Arrows Skeleton Army Hog Rider Electro Wizard Magic Archer Inferno Tower Giant Skeleton Mega Knight

Shortest cycle

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

14 Arrows Skeleton Army Hog Rider Electro Wizard

Attack Synergies 1 11

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.

Arrows
Hog Rider Giant Skeleton Mega Knight
Hog Rider
Arrows Giant Skeleton Electro Wizard Magic Archer Mega Knight
Inferno Tower
Skeleton Army
Giant Skeleton
Arrows Hog Rider Electro Wizard Magic Archer
Electro Wizard
Hog Rider Giant Skeleton Magic Archer Mega Knight
Magic Archer
Hog Rider Giant Skeleton Electro Wizard Mega Knight
Mega Knight
Arrows Hog Rider Electro Wizard Magic Archer

Defense Synergies 3 11

Arrows
Mega Knight Inferno Tower Giant Skeleton
Hog Rider
Inferno Tower
Skeleton Army Electro Wizard Arrows Mega Knight
Skeleton Army
Inferno Tower Giant Skeleton Electro Wizard Magic Archer
Giant Skeleton
Arrows Skeleton Army Electro Wizard Magic Archer
Electro Wizard
Inferno Tower Skeleton Army Giant Skeleton Magic Archer Mega Knight
Magic Archer
Skeleton Army Giant Skeleton Electro Wizard Mega Knight
Mega Knight
Arrows Inferno Tower Electro Wizard Magic Archer

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.

Inferno Tower Electro Wizard Magic Archer
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Inferno Tower Skeleton Army Mega Knight Giant Skeleton Electro Wizard
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Arrows Skeleton Army Giant Skeleton Mega Knight
Arrows Skeleton Army Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard Arrows Magic Archer
Arrows Inferno Tower Giant Skeleton Electro Wizard Magic Archer Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Giant Skeleton Electro Wizard Mega Knight
Skeleton Army Electro Wizard Arrows Giant Skeleton Magic Archer Mega Knight
Arrows Inferno Tower Electro Wizard Magic Archer
Inferno Tower Skeleton Army Mega Knight Giant Skeleton Electro Wizard
Skeleton Army Mega Knight Arrows Electro Wizard Magic Archer
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Mega Knight Arrows Inferno Tower Skeleton Army Electro Wizard
Arrows Mega Knight Skeleton Army Electro Wizard Magic Archer
Arrows Giant Skeleton Electro Wizard Magic Archer Mega Knight
Inferno Tower Electro Wizard
Skeleton Army Mega Knight Arrows Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Inferno Tower Giant Skeleton Electro Wizard
Electro Wizard Arrows Magic Archer Mega Knight
Skeleton Army Giant Skeleton Mega Knight Inferno Tower Electro Wizard
Skeleton Army Giant Skeleton Mega Knight Inferno Tower Electro Wizard
Inferno Tower Giant Skeleton Skeleton Army Mega Knight
Arrows Electro Wizard Magic Archer
Skeleton Army Inferno Tower Giant Skeleton Electro Wizard
Inferno Tower Giant Skeleton Mega Knight Skeleton Army
Giant Skeleton Electro Wizard Mega Knight Inferno Tower Skeleton Army Magic Archer
Inferno Tower Skeleton Army
Mega Knight Inferno Tower Giant Skeleton
Skeleton Army Mega Knight Arrows Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Mega Knight Inferno Tower
Skeleton Army Magic Archer Mega Knight
Inferno Tower Skeleton Army Electro Wizard Giant Skeleton Magic Archer
Arrows Mega Knight Inferno Tower Giant Skeleton Electro Wizard Magic Archer

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.)

Magic Archer Arrows Giant Skeleton
Arrows Electro Wizard Magic Archer
Arrows Giant Skeleton Magic Archer
Arrows Giant Skeleton
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Electro Wizard
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Arrows Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Giant Skeleton Magic Archer Mega Knight
Arrows
Arrows
Arrows Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Arrows Electro Wizard Magic Archer
Electro Wizard
Arrows Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
Giant Skeleton Mega Knight
Arrows Magic Archer
Electro Wizard Skeleton Army Magic Archer
Arrows Electro Wizard Magic Archer
Arrows
Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer
Arrows Giant Skeleton
Mega Knight
Giant Skeleton Electro Wizard Magic Archer
Electro Wizard Magic Archer
Giant Skeleton Electro Wizard Magic Archer Mega Knight

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