My Best Clash Royale Deck

Deck Check Rating

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Hunter 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.

Knight Hunter Electro Wizard Mega Knight Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Earthquake Lightning

Punishments

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

Mega Knight

Pump responses

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

Earthquake Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Hunter 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.

Knight 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Earthquake Hunter Electro Wizard Lightning Mega Knight Lava Hound

Shortest cycle

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

13 Knight Minions Earthquake Hunter

Attack Synergies 4 8

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.

Knight
Minions Earthquake Hunter Electro Wizard
Minions
Knight Mega Knight Lava Hound
Earthquake
Knight Hunter Mega Knight Lava Hound
Hunter
Knight Earthquake Mega Knight
Lightning
Lava Hound
Electro Wizard
Knight Mega Knight
Mega Knight
Minions Earthquake Hunter Electro Wizard
Lava Hound
Minions Lightning Earthquake

Defense Synergies 3 8

Knight
Minions Hunter Electro Wizard Earthquake
Minions
Knight Hunter Electro Wizard Mega Knight
Earthquake
Knight Mega Knight
Hunter
Knight Minions Electro Wizard Mega Knight
Lightning
Electro Wizard
Knight Minions Hunter Mega Knight
Mega Knight
Minions Earthquake Hunter 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 Lightning Knight Minions Electro Wizard
Hunter Knight Minions Electro Wizard Mega Knight
Hunter Mega Knight Knight Minions Lightning Electro Wizard
Hunter Knight Minions Electro Wizard Mega Knight
Lightning Earthquake Mega Knight
Minions Earthquake Hunter Electro Wizard Mega Knight
Minions Hunter Lightning Electro Wizard
Earthquake Lightning Electro Wizard Mega Knight
Hunter Minions
Knight Hunter Electro Wizard Mega Knight
Minions Electro Wizard Knight Earthquake Hunter Mega Knight
Minions Hunter Electro Wizard
Hunter Mega Knight Knight Minions Earthquake Lightning Electro Wizard
Mega Knight Minions Earthquake Hunter Electro Wizard
Knight Hunter Electro Wizard Mega Knight
Hunter Lightning Electro Wizard Mega Knight
Mega Knight Knight Minions Hunter Electro Wizard
Mega Knight Knight Minions Hunter Electro Wizard
Earthquake Hunter Knight Minions Electro Wizard Mega Knight
Hunter Electro Wizard
Mega Knight Knight Minions Earthquake Hunter Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Electro Wizard
Electro Wizard Knight Hunter Lightning Mega Knight
Mega Knight Knight Minions Hunter Lightning Electro Wizard
Hunter Lightning Mega Knight Knight Electro Wizard
Knight Hunter Mega Knight
Minions Hunter Electro Wizard
Knight Minions Hunter Lightning Electro Wizard
Mega Knight Knight Hunter
Lightning Electro Wizard Mega Knight Knight Minions
Mega Knight Knight Minions Hunter
Lightning Mega Knight Electro Wizard
Lightning Mega Knight Knight Hunter
Mega Knight
Electro Wizard Knight Minions Hunter Lightning
Minions Mega Knight Earthquake Hunter 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 Lightning Knight
Electro Wizard
Earthquake Lightning
Earthquake Lightning Knight
Earthquake Mega Knight
Minions Hunter
Earthquake
Earthquake Hunter Lightning
Lightning
Lightning Minions Electro Wizard
Lightning Knight Earthquake Electro Wizard
Lightning
Earthquake Lightning Knight Hunter
Earthquake Lightning Minions
Earthquake Lightning
Earthquake Lightning Hunter
Earthquake Lightning Mega Knight
Lightning Earthquake
Minions Lightning
Lightning Earthquake Hunter Electro Wizard Mega Knight
Lightning Earthquake Mega Knight
Lightning Minions Earthquake Mega Knight
Lightning
Lightning
Earthquake Lightning
Earthquake Hunter Mega Knight
Earthquake Hunter Lightning Electro Wizard
Lightning Mega Knight
Lightning
Lightning Hunter Electro Wizard
Lightning Electro Wizard Minions
Lightning
Lightning Earthquake Hunter Mega Knight
Lightning Electro Wizard
Mega Knight
Earthquake Lightning
Earthquake Lightning Electro Wizard Minions
Lightning Hunter Electro Wizard
Lightning Knight Hunter Electro Wizard Mega Knight
Earthquake Lightning
Lightning
Mega Knight
Minions Lightning Electro Wizard
Lightning Electro Wizard
Lightning Electro Wizard Mega Knight

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