My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard Ice 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 Electro Giant Ice Wizard Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rocket Rage

Punishments

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

Royal Ghost 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.

Electro Giant Royal Ghost 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.

Royal Ghost

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 Snowball
Zap
Barbarian Barrel
Wizard Ice Wizard Royal Ghost
The Log
Earthquake
Arrows
Royal Delivery
Wizard Ice Wizard Royal Ghost
Fireball
Wizard Ice Wizard
Poison
Wizard Ice Wizard
Lightning
Wizard Ice Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Electro Giant Ice Wizard Royal Ghost Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rocket Rage Electro Giant Ice Wizard Royal Ghost 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.

Wizard Ice 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 Rage Ice Wizard Royal Ghost Wizard Rocket Electro Giant Mega Knight

Shortest cycle

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

8 Mirror Rage Ice Wizard Royal Ghost

Attack Synergies 1 7

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.

Wizard
Rage Royal Ghost Mega Knight
Rocket
Mirror Electro Giant
Mirror
Electro Giant Rocket Royal Ghost
Rage
Wizard
Electro Giant
Mirror Rocket
Ice Wizard
Royal Ghost
Wizard Mirror Mega Knight
Mega Knight
Wizard Royal Ghost

Defense Synergies 0 8

Wizard
Ice Wizard Royal Ghost Mega Knight
Rocket
Mirror
Ice Wizard Mega Knight
Rage
Electro Giant
Ice Wizard
Ice Wizard
Wizard Mirror Electro Giant Mega Knight
Royal Ghost
Wizard Mega Knight
Mega Knight
Wizard Mirror Ice Wizard Royal Ghost

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 Wizard
Ice Wizard Mega Knight
Rocket Mega Knight Ice Wizard
Ice Wizard Mega Knight
Rocket Mega Knight
Ice Wizard Royal Ghost Mega Knight
Rocket Wizard Ice Wizard
Rocket Electro Giant Mega Knight
Ice Wizard
Ice Wizard Royal Ghost Mega Knight
Ice Wizard Wizard Electro Giant Royal Ghost Mega Knight
Wizard Ice Wizard
Mega Knight Wizard Rocket Ice Wizard
Wizard Rocket Mega Knight Royal Ghost
Mega Knight
Rocket Electro Giant Mega Knight
Wizard Mega Knight
Mega Knight Wizard Ice Wizard Royal Ghost
Wizard Ice Wizard Royal Ghost Mega Knight
Wizard Royal Ghost Mega Knight Electro Giant

Counters to secondary win conditions

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

Mega Knight Electro Giant Royal Ghost
Wizard Rocket Royal Ghost Mega Knight
Mega Knight Rocket
Rocket Mega Knight
Mega Knight
Wizard Rocket Electro Giant Ice Wizard
Rocket Ice Wizard
Mega Knight
Rocket Mega Knight
Mega Knight
Rocket Mega Knight Electro Giant
Rocket Mega Knight Wizard
Wizard Electro Giant Mega Knight
Electro Giant Rocket
Mega Knight Wizard Electro Giant Ice Wizard Royal Ghost

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.)

Rocket Royal Ghost
Ice Wizard Royal Ghost
Rocket
Rocket
Wizard Rocket Mega Knight
Wizard Electro Giant Rocket Ice Wizard
Wizard
Wizard Ice Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Electro Giant Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Electro Giant Wizard Ice Wizard Mega Knight
Wizard Ice Wizard Royal Ghost
Wizard Mega Knight
Rocket
Wizard Electro Giant Ice Wizard
Rocket Wizard Electro Giant
Wizard Rocket Mega Knight
Rocket
Mega Knight
Rocket Wizard
Rocket
Rocket Wizard Ice Wizard
Wizard Rocket Mega Knight
Wizard
Rocket Electro Giant
Mega Knight
Electro Giant Rocket
Rocket
Rocket Electro Giant Royal Ghost Mega Knight

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