My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Mega Minion Electro Wizard 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.

Mega Minion Giant Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Giant 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.

Goblin Gang Giant 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 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
Goblin Gang Giant Inferno Dragon
Giant Snowball
Goblin Gang Mega Minion Inferno Dragon
Zap
Goblin Gang Inferno Dragon
Barbarian Barrel
Goblin Gang Electro Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Mega Minion Electro Wizard Inferno Dragon
Fireball
Goblin Gang Mega Minion Electro Wizard Inferno Dragon
Poison
Goblin Gang Mega Minion Electro Wizard
Lightning
Mega Minion Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Mega Minion Inferno Dragon 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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Arrows Goblin Gang Mega Minion Electro Wizard Inferno Dragon Giant Mega Knight

Shortest cycle

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

11 Zap Arrows Goblin Gang Mega Minion

Attack Synergies 7 7

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.

Zap
Arrows Mega Minion Giant Electro Wizard Mega Knight
Arrows
Zap Giant Mega Minion Mega Knight
Goblin Gang
Giant
Mega Minion
Zap Giant Arrows Mega Knight
Giant
Zap Arrows Mega Minion Goblin Gang Electro Wizard
Electro Wizard
Zap Giant Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Arrows Mega Minion Electro Wizard

Defense Synergies 4 11

Zap
Mega Minion Electro Wizard Mega Knight Arrows Goblin Gang Inferno Dragon
Arrows
Mega Knight Zap Mega Minion
Goblin Gang
Zap Electro Wizard Inferno Dragon
Mega Minion
Zap Arrows Electro Wizard Mega Knight
Giant
Electro Wizard
Zap Goblin Gang Mega Minion Inferno Dragon Mega Knight
Inferno Dragon
Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight
Zap Arrows Mega Minion Electro Wizard 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.

Zap Mega Minion Electro Wizard
Inferno Dragon Zap Goblin Gang Mega Minion Electro Wizard Mega Knight
Goblin Gang Mega Knight Mega Minion Electro Wizard Inferno Dragon
Inferno Dragon Goblin Gang Mega Minion Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Zap Mega Minion Electro Wizard Mega Knight
Mega Minion Electro Wizard Inferno Dragon Zap Arrows Goblin Gang
Zap Arrows Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Zap Arrows Mega Minion Mega Knight
Arrows Mega Minion Inferno Dragon Zap Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang Electro Wizard
Mega Knight Zap Arrows Goblin Gang Mega Minion Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Electro Wizard Inferno Dragon Mega Knight
Mega Knight Arrows Goblin Gang Electro Wizard
Arrows Mega Knight Zap Goblin Gang Mega Minion Electro Wizard
Zap Arrows Mega Minion Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Goblin Gang Mega Knight Arrows Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Mega Minion Inferno Dragon Mega Knight
Goblin Gang Mega Knight Zap Electro Wizard
Goblin Gang Mega Knight Zap Electro Wizard
Goblin Gang Inferno Dragon Mega Knight
Arrows Zap Goblin Gang Electro Wizard
Goblin Gang Mega Minion Electro Wizard
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight Mega Minion Inferno Dragon
Goblin Gang Mega Minion Inferno Dragon
Inferno Dragon Mega Knight Mega Minion
Mega Knight Zap Arrows Electro Wizard
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Zap Mega Minion Inferno Dragon
Arrows Mega Knight Zap Mega Minion Electro Wizard 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Zap Mega Minion
Arrows
Arrows Zap
Arrows Zap
Goblin Gang Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Mega Minion Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Mega Minion Inferno Dragon
Arrows Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard Mega Minion
Mega Minion
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Goblin Gang
Zap Arrows Mega Minion Electro Wizard
Arrows
Goblin Gang Mega Minion Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
Mega Minion Mega Knight
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight

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