My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Little Prince

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.

Firecracker Golem Mega Knight Little Prince

Offensive cards

Win conditions

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

Mortar Hog Rider Golem

Damage spells

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

Arrows Earthquake

Punishments

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

Mortar Hog Rider Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Mortar Hog Rider Golem 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 Hog Rider Golem

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
Giant Snowball
Hog Rider Little Prince
Zap
Firecracker Mortar Little Prince
Barbarian Barrel
Firecracker Mortar Little Prince
The Log
Firecracker Hog Rider Little Prince
Earthquake
Firecracker Mortar Hog Rider
Arrows
Firecracker Little Prince
Royal Delivery
Firecracker Hog Rider Little Prince
Fireball
Firecracker Mortar Hog Rider Little Prince
Poison
Firecracker Mortar Little Prince
Lightning
Mortar Little Prince
Rocket
Mortar Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar Earthquake 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.

Arrows Golem Mega Knight

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.

Arrows Firecracker Earthquake Little Prince Mortar Hog Rider Mega Knight Golem

Shortest cycle

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

12 Arrows Firecracker Earthquake Little Prince

Attack Synergies 5 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 Golem Mortar Earthquake Mega Knight
Firecracker
Hog Rider Mortar Earthquake Golem Mega Knight
Mortar
Arrows Firecracker Hog Rider
Earthquake
Hog Rider Golem Arrows Firecracker Mega Knight
Hog Rider
Arrows Firecracker Earthquake Mortar Mega Knight Little Prince
Golem
Arrows Earthquake Firecracker
Mega Knight
Arrows Firecracker Earthquake Hog Rider
Little Prince
Hog Rider

Defense Synergies 1 7

Arrows
Mega Knight Mortar Little Prince
Firecracker
Mortar Earthquake Mega Knight
Mortar
Arrows Firecracker Earthquake
Earthquake
Firecracker Mortar Mega Knight
Hog Rider
Golem
Mega Knight
Arrows Firecracker Earthquake
Little Prince
Arrows

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.

Earthquake Firecracker Mortar
Firecracker Mortar Mega Knight
Mortar Mega Knight
Firecracker Mortar Mega Knight
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker Mortar Little Prince
Earthquake Arrows Mega Knight
Mortar
Firecracker Mega Knight Little Prince
Arrows Firecracker Earthquake Mega Knight
Arrows Firecracker
Mortar Mega Knight Earthquake
Mega Knight Arrows Firecracker Mortar Earthquake
Mortar Mega Knight
Mortar Mega Knight
Mega Knight Arrows Firecracker Mortar
Arrows Mortar Mega Knight Firecracker Little Prince
Arrows Mortar Earthquake Firecracker Mega Knight Little Prince
Mortar
Mega Knight Arrows Firecracker Earthquake Little Prince

Counters to secondary win conditions

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

Mega Knight
Arrows Firecracker Mortar Mega Knight
Mega Knight
Mega Knight
Mega Knight
Arrows Firecracker
Mega Knight
Mega Knight Firecracker Mortar
Mega Knight
Mega Knight Arrows
Mega Knight
Firecracker Mega Knight
Firecracker Mortar Little Prince
Arrows Mega Knight Firecracker Earthquake

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.)

Earthquake Arrows Firecracker Mortar
Arrows Firecracker Mortar
Earthquake Arrows
Earthquake Arrows Firecracker
Arrows Firecracker Mortar Earthquake Mega Knight
Arrows Firecracker
Arrows Firecracker Mortar Earthquake
Arrows Earthquake Firecracker
Arrows Firecracker Mortar
Firecracker Arrows Mortar Earthquake
Arrows Firecracker
Earthquake Firecracker Mortar
Earthquake Arrows Firecracker Mortar
Earthquake Arrows Firecracker Mortar
Earthquake Arrows Firecracker Mortar
Earthquake Arrows Firecracker Mortar Mega Knight
Arrows Mortar Earthquake
Arrows Firecracker Mortar Earthquake Mega Knight
Arrows Firecracker Mortar Earthquake Mega Knight Little Prince
Earthquake Mega Knight
Arrows
Earthquake Arrows Mortar
Arrows Firecracker Earthquake Mortar Mega Knight Little Prince
Arrows Firecracker Mortar Earthquake
Arrows Mortar Mega Knight
Arrows Firecracker Mortar
Arrows Firecracker Little Prince
Firecracker
Arrows Mortar Earthquake Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Earthquake
Earthquake
Arrows Firecracker
Arrows
Firecracker Mega Knight
Arrows Firecracker Mortar Earthquake
Arrows
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker Mortar Mega Knight Little Prince

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