My Best Clash Royale Deck

Deck Check Rating

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

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-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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Little Prince

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.

Skeletons Knight Royal Giant Mega Knight Little Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Rage

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Knight Royal 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 Spirit

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
Skeletons Royal Giant
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Royal Giant Little Prince
Barbarian Barrel
Skeletons Electro Spirit Knight Little Prince
The Log
Skeletons Electro Spirit Royal Giant Little Prince
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Little Prince
Royal Delivery
Skeletons Electro Spirit Knight Little Prince
Fireball
Little Prince
Poison
Little Prince
Lightning
Knight Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball 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.

Electro Spirit Knight Rage Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

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.

Fireball

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.

Skeletons Electro Spirit Rage Knight Little Prince Fireball Royal Giant Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Rage Knight

Attack Synergies 1 6

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.

Skeletons
Electro Spirit
Royal Giant Fireball
Knight
Fireball Little Prince
Royal Giant
Fireball Electro Spirit
Fireball
Royal Giant Electro Spirit Knight Mega Knight Little Prince
Rage
Mega Knight
Fireball
Little Prince
Knight Fireball

Defense Synergies 1 7

Skeletons
Electro Spirit Knight Little Prince
Electro Spirit
Skeletons Little Prince
Knight
Little Prince Skeletons Fireball
Royal Giant
Fireball
Knight Mega Knight Little Prince
Rage
Mega Knight
Fireball
Little Prince
Knight Skeletons Electro Spirit Fireball

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.

Knight Fireball
Skeletons Knight Mega Knight
Mega Knight Skeletons Knight
Skeletons Knight Mega Knight
Fireball Mega Knight
Fireball Skeletons Electro Spirit Mega Knight
Electro Spirit Fireball Little Prince
Electro Spirit Fireball Mega Knight
Skeletons
Knight Skeletons Mega Knight Little Prince
Skeletons Electro Spirit Knight Fireball Mega Knight
Fireball
Mega Knight Skeletons Knight Fireball
Fireball Mega Knight Electro Spirit
Knight Mega Knight
Fireball Mega Knight
Mega Knight Skeletons Knight Fireball
Fireball Mega Knight Electro Spirit Knight Little Prince
Electro Spirit Knight Fireball Mega Knight Little Prince
Mega Knight Electro Spirit Knight Fireball Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Fireball
Fireball Knight Mega Knight
Mega Knight Skeletons Knight
Mega Knight Knight Fireball
Skeletons Knight Mega Knight
Fireball Skeletons Electro Spirit
Skeletons Knight Fireball
Mega Knight Knight
Mega Knight Skeletons Electro Spirit Knight Fireball
Skeletons
Mega Knight Knight
Mega Knight Fireball
Mega Knight Skeletons Knight Fireball
Fireball Mega Knight
Skeletons Electro Spirit Knight Fireball Little Prince
Mega Knight Electro Spirit Fireball

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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Fireball Mega Knight
Fireball Electro Spirit
Fireball
Fireball
Fireball
Knight Fireball
Fireball
Knight Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball Mega Knight Little Prince
Fireball Mega Knight
Fireball
Fireball
Electro Spirit Fireball Mega Knight Little Prince
Fireball
Fireball Mega Knight
Fireball
Fireball Little Prince
Electro Spirit Fireball
Fireball
Fireball Mega Knight
Electro Spirit Fireball
Mega Knight
Fireball
Electro Spirit Fireball
Fireball
Fireball
Fireball Knight Mega Knight
Fireball
Fireball
Mega Knight
Electro Spirit Fireball
Fireball
Fireball Mega Knight Little Prince

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