My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Royal Recruits Battle Ram Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Rocket

Punishments

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

Mortar Royal Recruits Battle Ram Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Mortar Royal Recruits Battle Ram 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
Royal Recruits Battle Ram
Giant Snowball
Goblins Royal Recruits Battle Ram
Zap
Goblins Mortar Battle Ram
Barbarian Barrel
Goblins Mortar Royal Recruits Battle Ram Electro Wizard
The Log
Goblins Royal Recruits Battle Ram
Earthquake
Mortar
Arrows
Goblins Royal Recruits
Royal Delivery
Goblins Royal Recruits Battle Ram Electro Wizard
Fireball
Mortar Battle Ram Electro Wizard
Poison
Mortar Royal Recruits Electro Wizard
Lightning
Mortar Battle Ram Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Rocket 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.

Royal Recruits Battle Ram Rocket 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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Mortar Battle Ram Electro Wizard Rocket Royal Recruits Mega Knight

Shortest cycle

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

10 Mirror Goblins Mortar Battle Ram

Attack Synergies 0 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.

Goblins
Battle Ram
Mortar
Rocket
Royal Recruits
Battle Ram Electro Wizard
Battle Ram
Goblins Royal Recruits Mirror Electro Wizard
Rocket
Mortar Mirror
Mirror
Battle Ram Rocket
Electro Wizard
Royal Recruits Battle Ram Mega Knight
Mega Knight
Electro Wizard

Defense Synergies 0 7

Goblins
Mortar Electro Wizard
Mortar
Goblins Mirror Electro Wizard
Royal Recruits
Battle Ram
Rocket
Mirror
Mortar Electro Wizard Mega Knight
Electro Wizard
Goblins Mortar Mirror Mega Knight
Mega Knight
Mirror 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.

Rocket Mortar Royal Recruits Electro Wizard
Goblins Mortar Royal Recruits Electro Wizard Mega Knight
Mortar Rocket Mega Knight Goblins Royal Recruits Electro Wizard
Royal Recruits Goblins Mortar Electro Wizard Mega Knight
Royal Recruits Rocket Mega Knight
Goblins Electro Wizard Mega Knight
Rocket Electro Wizard Mortar
Rocket Royal Recruits Electro Wizard Mega Knight
Goblins Mortar Royal Recruits
Goblins Royal Recruits Electro Wizard Mega Knight
Goblins Electro Wizard Royal Recruits Mega Knight
Electro Wizard
Mortar Royal Recruits Mega Knight Rocket Electro Wizard
Rocket Mega Knight Goblins Mortar Royal Recruits Electro Wizard
Royal Recruits Mortar Electro Wizard Mega Knight
Rocket Mortar Royal Recruits Electro Wizard Mega Knight
Mega Knight Goblins Mortar Royal Recruits Electro Wizard
Mortar Mega Knight Goblins Royal Recruits Electro Wizard
Mortar Royal Recruits Electro Wizard Mega Knight
Mortar Royal Recruits Electro Wizard
Royal Recruits Mega Knight Goblins Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Mega Knight Goblins Electro Wizard
Electro Wizard Mortar Rocket Mega Knight
Royal Recruits Mega Knight Goblins Rocket Electro Wizard
Royal Recruits Rocket Mega Knight Electro Wizard
Royal Recruits Mega Knight
Rocket Electro Wizard
Royal Recruits Rocket Goblins Electro Wizard
Mega Knight Royal Recruits
Royal Recruits Rocket Electro Wizard Mega Knight Goblins Mortar
Royal Recruits
Mega Knight Royal Recruits
Royal Recruits Rocket Mega Knight Electro Wizard
Royal Recruits Rocket Mega Knight
Royal Recruits Mega Knight
Royal Recruits Electro Wizard Goblins Mortar Rocket
Mega Knight Royal Recruits 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.)

Mortar Royal Recruits Rocket
Mortar Electro Wizard
Rocket
Royal Recruits Rocket
Rocket Mortar Mega Knight
Rocket
Mortar
Mortar
Rocket Goblins Electro Wizard
Rocket Mortar Royal Recruits Electro Wizard
Rocket
Rocket Mortar
Mortar Rocket
Mortar
Rocket Mortar
Mortar Royal Recruits Rocket Mega Knight
Mortar Rocket
Rocket
Rocket Mortar Electro Wizard Mega Knight
Rocket Mortar Mega Knight
Rocket Mega Knight
Rocket
Rocket
Rocket Mortar Royal Recruits
Mortar Mega Knight
Mortar Electro Wizard
Mortar Mega Knight
Rocket Mortar
Electro Wizard
Rocket Electro Wizard
Mortar Rocket Mega Knight
Rocket Electro Wizard
Mega Knight
Rocket
Electro Wizard Royal Recruits Rocket
Rocket Electro Wizard
Rocket Electro Wizard Mega Knight
Mortar
Rocket
Royal Recruits Mega Knight
Royal Recruits Rocket Electro Wizard
Rocket Electro Wizard
Mortar Royal Recruits Rocket Electro Wizard Mega Knight

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