My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant Electro Wizard 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.

Knight Goblin Giant Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows Void

Punishments

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

Goblin Giant Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Knight 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Void Little Prince Electro Wizard Goblin Giant Mega Knight

Shortest cycle

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

11 Zap Arrows Knight Void

Attack Synergies 5 12

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
Arrows Void Goblin Giant Electro Wizard Knight Mega Knight Little Prince
Arrows
Zap Void Knight Goblin Giant Mega Knight
Knight
Zap Arrows Electro Wizard Little Prince
Void
Zap Arrows Goblin Giant
Goblin Giant
Zap Arrows Void Electro Wizard Little Prince
Electro Wizard
Zap Knight Goblin Giant Mega Knight
Mega Knight
Zap Arrows Electro Wizard
Little Prince
Zap Knight Goblin Giant

Defense Synergies 6 10

Zap
Goblin Giant Electro Wizard Mega Knight Arrows Knight Void Little Prince
Arrows
Mega Knight Zap Knight Void Little Prince
Knight
Electro Wizard Little Prince Zap Arrows
Void
Zap Arrows
Goblin Giant
Zap Electro Wizard
Electro Wizard
Zap Knight Goblin Giant Mega Knight Little Prince
Mega Knight
Zap Arrows Electro Wizard
Little Prince
Knight Zap Arrows 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.

Zap Knight Void Goblin Giant Electro Wizard
Zap Knight Electro Wizard Mega Knight
Mega Knight Knight Void Electro Wizard
Knight Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Zap Electro Wizard Mega Knight
Electro Wizard Zap Arrows Void Little Prince
Zap Arrows Void Goblin Giant Electro Wizard Mega Knight
Knight Electro Wizard Mega Knight Little Prince
Electro Wizard Zap Arrows Knight Goblin Giant Mega Knight
Arrows Zap Electro Wizard
Mega Knight Zap Knight Electro Wizard
Mega Knight Zap Arrows Electro Wizard
Knight Electro Wizard Mega Knight
Zap Electro Wizard Mega Knight
Mega Knight Arrows Knight Electro Wizard
Arrows Mega Knight Zap Knight Electro Wizard Little Prince
Zap Arrows Knight Electro Wizard Mega Knight Little Prince
Electro Wizard
Mega Knight Arrows Knight Goblin Giant Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Zap Void Electro Wizard
Void Electro Wizard Zap Arrows Knight Mega Knight
Mega Knight Zap Knight Goblin Giant Electro Wizard
Mega Knight Zap Knight Goblin Giant Electro Wizard
Knight Goblin Giant Mega Knight
Arrows Zap Goblin Giant Electro Wizard
Knight Void Goblin Giant Electro Wizard
Mega Knight Knight Goblin Giant
Zap Void Electro Wizard Mega Knight Knight
Goblin Giant
Mega Knight Knight
Mega Knight Zap Arrows Void Goblin Giant Electro Wizard
Mega Knight Knight Goblin Giant
Mega Knight
Electro Wizard Zap Knight Goblin Giant Little Prince
Arrows Mega Knight Zap Electro Wizard
Arrows Void

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.)

Void Arrows Knight
Arrows Void Zap Electro Wizard
Arrows Void Goblin Giant
Arrows Knight Void
Zap Arrows Mega Knight
Arrows Zap Goblin Giant
Arrows
Arrows Zap
Arrows Void Zap
Void Electro Wizard
Void Zap Arrows Knight Electro Wizard
Void Zap Arrows
Knight Void
Arrows Void
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Void Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight Little Prince
Void Mega Knight
Arrows Void
Void
Zap Arrows Void
Zap Arrows Mega Knight Little Prince
Arrows Void Zap Electro Wizard
Void Zap Arrows Mega Knight
Void Zap Arrows
Zap Arrows Electro Wizard Little Prince
Zap Electro Wizard Void
Void
Void Zap Arrows Mega Knight
Zap Void Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Void
Zap Arrows Electro Wizard
Arrows
Void Knight Electro Wizard Mega Knight
Arrows Zap
Void Zap Arrows
Mega Knight
Zap Electro Wizard
Zap Void Electro Wizard
Void Zap Goblin Giant Electro Wizard Mega Knight Little Prince

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