My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
RIP

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Giant Prince Royal Ghost Bandit 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

Punishments

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

Giant Prince Royal Ghost Bandit 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.

Giant Prince Royal Ghost Bandit 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.

Royal Ghost Bandit

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
Giant Skeleton Army Prince Bandit Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Skeleton Army Prince Bandit Inferno Dragon
Barbarian Barrel
Skeleton Army Royal Ghost Bandit
The Log
Skeleton Army Prince Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Prince Royal Ghost Bandit Inferno Dragon
Fireball
Skeleton Army Bandit Inferno Dragon
Poison
Skeleton Army
Lightning
Prince Bandit Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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.

Skeleton Army Prince Royal Ghost 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.

Skeleton Army

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.

Zap Skeleton Army Royal Ghost Bandit Inferno Dragon Giant Prince Mega Knight

Shortest cycle

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

11 Zap Skeleton Army Royal Ghost Bandit

Attack Synergies 5 9

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
Giant Prince Royal Ghost Bandit Mega Knight
Giant
Zap Prince Royal Ghost Bandit
Skeleton Army
Prince
Zap Giant Mega Knight Royal Ghost
Royal Ghost
Zap Giant Prince Bandit Mega Knight
Bandit
Zap Giant Royal Ghost Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Prince Inferno Dragon Zap Royal Ghost Bandit

Defense Synergies 1 11

Zap
Mega Knight Skeleton Army Prince Royal Ghost Bandit Inferno Dragon
Giant
Skeleton Army
Zap Prince Bandit Inferno Dragon
Prince
Zap Skeleton Army
Royal Ghost
Zap Mega Knight
Bandit
Zap Skeleton Army Mega Knight
Inferno Dragon
Zap Skeleton Army Mega Knight
Mega Knight
Zap Royal Ghost Bandit 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
Skeleton Army Inferno Dragon Zap Prince Bandit Mega Knight
Skeleton Army Prince Mega Knight Bandit Inferno Dragon
Skeleton Army Prince Inferno Dragon Bandit Mega Knight
Skeleton Army Prince Mega Knight
Skeleton Army Zap Royal Ghost Bandit Mega Knight
Inferno Dragon Zap
Zap Bandit Mega Knight
Inferno Dragon Skeleton Army Prince
Skeleton Army Prince Royal Ghost Bandit Mega Knight
Skeleton Army Zap Royal Ghost Bandit Mega Knight
Inferno Dragon Zap
Skeleton Army Prince Mega Knight Zap Bandit
Skeleton Army Mega Knight Zap Prince Royal Ghost
Skeleton Army Inferno Dragon Prince Bandit Mega Knight
Skeleton Army Zap Prince Bandit Inferno Dragon Mega Knight
Mega Knight Skeleton Army Prince
Mega Knight Zap Skeleton Army Prince Royal Ghost Bandit
Zap Royal Ghost Bandit Inferno Dragon Mega Knight
Prince Inferno Dragon
Skeleton Army Royal Ghost Mega Knight Prince Bandit

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Prince Royal Ghost Bandit
Bandit Zap Prince Royal Ghost Inferno Dragon Mega Knight
Skeleton Army Bandit Mega Knight Zap Prince
Skeleton Army Prince Mega Knight Zap Bandit
Skeleton Army Prince Bandit Inferno Dragon Mega Knight
Zap
Skeleton Army Prince Bandit
Mega Knight Skeleton Army Prince Inferno Dragon
Zap Mega Knight Skeleton Army Prince Bandit Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Prince
Skeleton Army Mega Knight Zap Prince
Skeleton Army Prince Mega Knight Bandit
Skeleton Army Mega Knight
Skeleton Army Zap Prince Inferno Dragon
Mega Knight Zap Royal Ghost 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.)

Royal Ghost Bandit
Zap Royal Ghost Bandit
Bandit
Prince
Zap Mega Knight
Zap
Zap
Zap Bandit
Prince
Zap Prince Bandit
Zap
Bandit
Bandit
Zap Prince
Zap Bandit
Bandit Mega Knight
Zap Prince Bandit Mega Knight
Zap Mega Knight
Prince Mega Knight
Prince
Zap
Zap Mega Knight
Inferno Dragon
Zap Royal Ghost Bandit
Zap Prince Bandit Mega Knight
Zap Bandit
Zap
Zap
Zap Bandit Mega Knight
Zap
Prince Mega Knight
Zap Skeleton Army Prince Bandit
Zap
Prince Mega Knight
Zap
Zap
Prince Mega Knight
Zap
Zap
Zap Prince Royal Ghost Bandit Mega Knight

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