My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Bad

1 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!
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!
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.

Fire Spirit Minion Horde 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.

Wizard Balloon Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage

Punishments

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

Balloon 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.

Fire Spirit Minion Horde Balloon Giant Skeleton 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.

Balloon Giant Skeleton

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
Minion Horde Guards Balloon Giant Skeleton
Giant Snowball
Fire Spirit Minion Horde Guards Balloon
Zap
Fire Spirit Minion Horde Guards Balloon
Barbarian Barrel
Fire Spirit Wizard Guards Giant Skeleton
The Log
Fire Spirit Guards Giant Skeleton
Earthquake
Guards
Arrows
Fire Spirit Minion Horde Guards
Royal Delivery
Fire Spirit Minion Horde Wizard Guards Balloon Giant Skeleton
Fireball
Minion Horde Wizard Balloon
Poison
Minion Horde Wizard Guards Balloon
Lightning
Wizard Balloon
Rocket
Minion Horde Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard 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.

Fire Spirit Rage Guards Giant Skeleton 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.

Fire Spirit Minion Horde 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Guards Minion Horde Wizard Balloon Giant Skeleton Mega Knight

Shortest cycle

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

11 Fire Spirit Rage Guards Minion Horde

Attack Synergies 3 10

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.

Fire Spirit
Balloon Giant Skeleton
Minion Horde
Rage Mega Knight Giant Skeleton
Wizard
Rage Balloon Giant Skeleton Mega Knight
Rage
Minion Horde Balloon Wizard Giant Skeleton
Guards
Balloon
Rage Fire Spirit Wizard Giant Skeleton Mega Knight
Giant Skeleton
Fire Spirit Minion Horde Wizard Rage Balloon
Mega Knight
Minion Horde Wizard Balloon

Defense Synergies 0 5

Fire Spirit
Giant Skeleton
Minion Horde
Wizard
Guards Giant Skeleton Mega Knight
Rage
Guards
Wizard Giant Skeleton
Balloon
Giant Skeleton
Fire Spirit Wizard Guards
Mega Knight
Wizard

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.

Minion Horde Wizard
Minion Horde Mega Knight
Minion Horde Mega Knight Fire Spirit Giant Skeleton
Minion Horde Guards Mega Knight
Giant Skeleton Mega Knight
Fire Spirit Guards Mega Knight
Minion Horde Fire Spirit Wizard
Giant Skeleton Mega Knight
Minion Horde
Guards Fire Spirit Minion Horde Giant Skeleton Mega Knight
Minion Horde Guards Wizard Giant Skeleton Mega Knight
Minion Horde Wizard
Minion Horde Mega Knight Fire Spirit Wizard Guards Giant Skeleton
Fire Spirit Wizard Mega Knight Minion Horde Guards
Minion Horde Mega Knight
Minion Horde Mega Knight
Minion Horde Wizard Mega Knight
Fire Spirit Mega Knight Minion Horde Wizard Guards
Wizard Fire Spirit Guards Giant Skeleton Mega Knight
Wizard Mega Knight Fire Spirit Minion Horde Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Mega Knight Giant Skeleton
Wizard Mega Knight
Guards Giant Skeleton Mega Knight Minion Horde
Guards Giant Skeleton Mega Knight Minion Horde
Giant Skeleton Minion Horde Guards Mega Knight
Fire Spirit Wizard Minion Horde
Guards Minion Horde Giant Skeleton
Giant Skeleton Mega Knight Minion Horde
Minion Horde Giant Skeleton Mega Knight
Minion Horde Guards
Mega Knight Minion Horde Guards Giant Skeleton
Mega Knight Guards Giant Skeleton
Giant Skeleton Mega Knight Minion Horde Wizard Guards
Wizard Minion Horde Mega Knight
Guards Minion Horde Giant Skeleton
Mega Knight Minion Horde Wizard Giant Skeleton

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.)

Minion Horde Guards Giant Skeleton
Minion Horde Giant Skeleton
Guards Giant Skeleton
Wizard Fire Spirit Minion Horde Mega Knight
Wizard Fire Spirit Minion Horde
Fire Spirit Minion Horde Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Minion Horde Guards
Minion Horde Wizard
Fire Spirit Wizard
Fire Spirit
Minion Horde
Minion Horde Wizard
Minion Horde Wizard Mega Knight
Minion Horde
Fire Spirit Wizard Mega Knight
Fire Spirit Wizard Mega Knight
Minion Horde Giant Skeleton Mega Knight
Wizard
Minion Horde
Fire Spirit Wizard Mega Knight
Minion Horde
Wizard
Wizard Mega Knight
Fire Spirit Minion Horde Wizard
Minion Horde Wizard Guards
Minion Horde
Minion Horde Wizard Mega Knight
Minion Horde
Minion Horde Giant Skeleton Mega Knight
Wizard
Minion Horde Fire Spirit Guards
Fire Spirit Wizard
Minion Horde Wizard Mega Knight
Wizard
Giant Skeleton
Minion Horde Mega Knight
Minion Horde Guards Giant Skeleton
Giant Skeleton Mega Knight

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