My Best Clash Royale Deck

Deck Check Rating

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

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!
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 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.

Freeze

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.

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
Minions Guards Balloon Giant Skeleton
Giant Snowball
Minions Guards Balloon
Zap
Minions Guards Balloon
Barbarian Barrel
Wizard Guards Giant Skeleton
The Log
Guards Giant Skeleton
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Wizard Guards Balloon Giant Skeleton
Fireball
Minions Wizard Balloon
Poison
Minions Wizard Guards Balloon
Lightning
Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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.

Guards Freeze 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.

Minions 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Minions Guards Freeze Wizard Balloon Giant Skeleton Mega Knight

Shortest cycle

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

10 Mirror Minions Guards Freeze

Attack Synergies 2 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.

Minions
Mega Knight Balloon Giant Skeleton
Wizard
Balloon Giant Skeleton Mega Knight
Mirror
Freeze Balloon Giant Skeleton
Guards
Freeze
Balloon Mirror
Balloon
Freeze Minions Wizard Mirror Giant Skeleton Mega Knight
Giant Skeleton
Minions Wizard Mirror Balloon
Mega Knight
Minions Wizard Balloon

Defense Synergies 0 10

Minions
Freeze Giant Skeleton Mega Knight
Wizard
Guards Freeze Giant Skeleton Mega Knight
Mirror
Mega Knight
Guards
Wizard Giant Skeleton
Freeze
Minions Wizard Mega Knight
Balloon
Giant Skeleton
Minions Wizard Guards
Mega Knight
Minions Wizard Mirror Freeze

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.

Minions Wizard
Minions Mega Knight
Mega Knight Minions Freeze Giant Skeleton
Minions Guards Mega Knight
Giant Skeleton Mega Knight
Freeze Minions Guards Mega Knight
Minions Wizard Freeze
Giant Skeleton Mega Knight
Minions
Guards Giant Skeleton Mega Knight
Minions Guards Wizard Freeze Giant Skeleton Mega Knight
Minions Wizard
Mega Knight Minions Wizard Guards Freeze Giant Skeleton
Wizard Mega Knight Minions Guards Freeze
Mega Knight
Freeze Mega Knight
Wizard Mega Knight Minions
Mega Knight Minions Wizard Guards
Wizard Freeze Minions Guards Giant Skeleton Mega Knight
Wizard Mega Knight Minions 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 Minions
Guards Giant Skeleton Mega Knight
Giant Skeleton Guards Mega Knight
Wizard Minions Freeze
Guards Minions Giant Skeleton
Giant Skeleton Mega Knight
Freeze Giant Skeleton Mega Knight Minions
Guards
Mega Knight Minions Guards Giant Skeleton
Mega Knight Guards Giant Skeleton
Giant Skeleton Mega Knight Wizard Guards
Wizard Mega Knight
Guards Minions Freeze Giant Skeleton
Minions Mega Knight Wizard Freeze 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.)

Guards Freeze Giant Skeleton
Giant Skeleton
Guards Freeze Giant Skeleton
Wizard Mega Knight
Wizard Minions Freeze
Wizard
Wizard Freeze
Wizard
Minions Guards
Wizard
Wizard
Minions Freeze
Wizard
Wizard Mega Knight
Freeze
Minions
Wizard Mega Knight
Wizard Mega Knight
Minions Giant Skeleton Mega Knight
Wizard
Freeze Wizard Mega Knight
Wizard
Wizard Mega Knight
Wizard
Minions Wizard Guards Freeze
Wizard Mega Knight
Freeze
Giant Skeleton Mega Knight
Wizard
Minions Guards Freeze
Wizard
Freeze
Wizard Mega Knight
Wizard
Giant Skeleton
Mega Knight
Minions Guards Freeze Giant Skeleton
Freeze Giant Skeleton Mega Knight

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