My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
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.

Minions Electro Wizard

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.

Electro Wizard Mega Knight Lava Hound

Offensive cards

Win conditions

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

Royal Hogs Lava Hound

Damage spells

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

Zap Earthquake

Punishments

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

Royal Hogs 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.

Electro Spirit Royal Hogs Mega Knight Lava Hound

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 Spirit Royal Hogs Electro Wizard

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
Minions Royal Hogs Lava Hound
Giant Snowball
Minions Royal Hogs Lava Hound
Zap
Minions Royal Hogs Lava Hound
Barbarian Barrel
Electro Spirit Royal Hogs Electro Wizard
The Log
Electro Spirit Royal Hogs
Earthquake
Royal Hogs
Arrows
Electro Spirit Minions Royal Hogs Lava Hound
Royal Delivery
Electro Spirit Minions Royal Hogs Electro Wizard Lava Hound
Fireball
Minions Royal Hogs Electro Wizard Lava Hound
Poison
Minions Royal Hogs Electro Wizard Lava Hound
Lightning
Electro Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit 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.

Minions Electro Wizard Lava Hound

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.

Electro Spirit Zap Minions Earthquake Electro Wizard Royal Hogs Mega Knight Lava Hound

Shortest cycle

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

9 Electro Spirit Zap Minions Earthquake

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.

Electro Spirit
Zap
Zap
Earthquake Electro Wizard Electro Spirit Minions Royal Hogs Mega Knight Lava Hound
Minions
Mega Knight Lava Hound Zap Royal Hogs
Earthquake
Zap Royal Hogs Mega Knight Lava Hound
Royal Hogs
Earthquake Zap Minions Electro Wizard Mega Knight
Electro Wizard
Zap Royal Hogs Mega Knight
Mega Knight
Minions Zap Earthquake Royal Hogs Electro Wizard
Lava Hound
Minions Zap Earthquake

Defense Synergies 2 8

Electro Spirit
Zap Electro Wizard
Zap
Electro Wizard Mega Knight Electro Spirit Minions Earthquake
Minions
Zap Electro Wizard Mega Knight
Earthquake
Zap Mega Knight
Royal Hogs
Electro Wizard
Zap Electro Spirit Minions Mega Knight
Mega Knight
Zap Minions Earthquake Electro Wizard
Lava Hound

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 Zap Minions Electro Wizard
Zap Minions Electro Wizard Mega Knight
Mega Knight Minions Electro Wizard
Minions Electro Wizard Mega Knight
Earthquake Mega Knight
Electro Spirit Zap Minions Earthquake Electro Wizard Mega Knight
Minions Electro Wizard Electro Spirit Zap
Earthquake Electro Spirit Zap Electro Wizard Mega Knight
Minions
Electro Wizard Mega Knight
Minions Electro Wizard Electro Spirit Zap Earthquake Mega Knight
Minions Zap Electro Wizard
Mega Knight Zap Minions Earthquake Electro Wizard
Mega Knight Electro Spirit Zap Minions Earthquake Electro Wizard
Electro Wizard Mega Knight
Zap Electro Wizard Mega Knight
Mega Knight Minions Electro Wizard
Mega Knight Electro Spirit Zap Minions Electro Wizard
Zap Earthquake Electro Spirit Minions Electro Wizard Mega Knight
Electro Wizard
Mega Knight Electro Spirit Minions Earthquake Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap Mega Knight
Mega Knight Zap Minions Electro Wizard
Mega Knight Zap Electro Wizard
Mega Knight
Electro Spirit Zap Minions Electro Wizard
Minions Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Electro Spirit Minions
Mega Knight Minions
Mega Knight Zap Electro Wizard
Mega Knight
Mega Knight
Electro Wizard Electro Spirit Zap Minions
Minions Mega Knight Electro Spirit Zap Earthquake 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.)

Earthquake
Zap Electro Wizard
Earthquake
Earthquake
Zap Earthquake Mega Knight
Electro Spirit Zap Minions
Earthquake
Earthquake Zap
Zap
Minions Electro Wizard
Zap Earthquake Electro Wizard
Zap
Earthquake
Earthquake Minions
Earthquake Zap
Earthquake Zap
Earthquake Mega Knight
Earthquake
Minions
Zap Earthquake Electro Wizard Mega Knight
Zap Earthquake Mega Knight
Minions Earthquake Mega Knight
Earthquake Zap
Zap Earthquake Electro Spirit Mega Knight
Zap Earthquake Electro Wizard
Zap Mega Knight
Zap
Zap Electro Wizard
Zap Electro Wizard Electro Spirit Minions
Zap Earthquake Mega Knight
Zap Electro Spirit Electro Wizard
Mega Knight
Earthquake
Zap Earthquake Electro Wizard Electro Spirit Minions
Zap Electro Wizard
Electro Wizard Mega Knight
Zap Earthquake
Zap
Mega Knight
Zap Electro Spirit Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight

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