My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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.

Flying Machine Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Flying Machine Giant Electro Wizard 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 Earthquake Rage

Punishments

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

Giant 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.

Flying Machine 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
Giant
Giant Snowball
Flying Machine
Zap
Flying Machine
Barbarian Barrel
Bomb Tower Electro Wizard
The Log
Earthquake
Bomb Tower
Arrows
Flying Machine
Royal Delivery
Flying Machine Electro Wizard
Fireball
Bomb Tower Flying Machine Electro Wizard
Poison
Bomb Tower Flying Machine Electro Wizard
Lightning
Bomb Tower Electro Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Bomb Tower 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.

Rage 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.

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 Rage Earthquake Bomb Tower Flying Machine Electro Wizard Giant Mega Knight

Shortest cycle

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

11 Zap Rage Earthquake Bomb Tower

Attack Synergies 5 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.

Zap
Earthquake Giant Electro Wizard Flying Machine Mega Knight
Earthquake
Zap Giant Mega Knight
Bomb Tower
Flying Machine
Zap Giant Mega Knight
Giant
Zap Earthquake Rage Flying Machine Electro Wizard
Rage
Giant Electro Wizard
Electro Wizard
Zap Giant Rage Mega Knight
Mega Knight
Zap Earthquake Flying Machine Electro Wizard

Defense Synergies 3 8

Zap
Bomb Tower Electro Wizard Mega Knight Earthquake Flying Machine
Earthquake
Zap Bomb Tower Mega Knight
Bomb Tower
Zap Earthquake Electro Wizard
Flying Machine
Zap Electro Wizard Mega Knight
Giant
Rage
Electro Wizard
Zap Bomb Tower Flying Machine Mega Knight
Mega Knight
Zap Earthquake Flying Machine Electro 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.

Earthquake Zap Flying Machine Electro Wizard
Bomb Tower Zap Flying Machine Electro Wizard Mega Knight
Bomb Tower Mega Knight Electro Wizard
Bomb Tower Electro Wizard Mega Knight
Earthquake Bomb Tower Mega Knight
Zap Earthquake Bomb Tower Flying Machine Electro Wizard Mega Knight
Electro Wizard Zap Bomb Tower Flying Machine
Earthquake Zap Bomb Tower Flying Machine Electro Wizard Mega Knight
Bomb Tower
Electro Wizard Mega Knight
Electro Wizard Zap Earthquake Bomb Tower Flying Machine Mega Knight
Zap Flying Machine Electro Wizard
Bomb Tower Mega Knight Zap Earthquake Flying Machine Electro Wizard
Bomb Tower Mega Knight Zap Earthquake Electro Wizard
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Zap Electro Wizard Mega Knight
Bomb Tower Mega Knight Electro Wizard
Bomb Tower Mega Knight Zap Flying Machine Electro Wizard
Zap Earthquake Bomb Tower Flying Machine Electro Wizard Mega Knight
Bomb Tower Electro Wizard
Mega Knight Earthquake Bomb Tower Flying Machine 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 Bomb Tower Flying Machine Mega Knight
Mega Knight Zap Bomb Tower Electro Wizard
Mega Knight Zap Electro Wizard
Mega Knight
Zap Bomb Tower Flying Machine Electro Wizard
Bomb Tower Flying Machine Electro Wizard
Mega Knight Bomb Tower
Zap Electro Wizard Mega Knight Bomb Tower Flying Machine
Mega Knight Bomb Tower Flying Machine
Mega Knight Zap Electro Wizard
Mega Knight Bomb Tower
Bomb Tower Flying Machine Mega Knight
Electro Wizard Zap Bomb Tower Flying Machine
Mega Knight Zap Earthquake Bomb Tower Flying Machine 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 Flying Machine
Zap Flying Machine Electro Wizard
Earthquake Flying Machine
Earthquake Flying Machine
Zap Earthquake Mega Knight
Zap Flying Machine
Earthquake Flying Machine
Earthquake Zap Flying Machine
Zap Flying Machine
Electro Wizard
Zap Earthquake Flying Machine Electro Wizard
Zap Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake Zap Flying Machine
Earthquake Zap Flying Machine
Earthquake Flying Machine Mega Knight
Earthquake
Zap Earthquake Flying Machine Electro Wizard Mega Knight
Zap Earthquake Flying Machine Mega Knight
Earthquake Mega Knight
Earthquake Zap Flying Machine
Zap Earthquake Mega Knight
Zap Earthquake Flying Machine Electro Wizard
Zap Flying Machine Mega Knight
Zap
Zap Flying Machine Electro Wizard
Zap Electro Wizard Flying Machine
Zap Earthquake Mega Knight
Zap Electro Wizard
Mega Knight
Earthquake
Zap Earthquake Electro Wizard Flying Machine
Zap Flying Machine Electro Wizard
Flying Machine Electro Wizard Mega Knight
Zap Earthquake Flying Machine
Zap
Flying Machine Mega Knight
Zap Flying Machine Electro Wizard
Zap Flying Machine Electro Wizard
Zap Flying Machine Electro Wizard Mega Knight

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