My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Tesla

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Royal Giant Cannon Cart Mega Knight

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.

Zap

Punishments

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

Royal Giant Cannon Cart 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.

Fire Spirit Royal Giant Cannon Cart Mega Knight

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
Bats Royal Giant Guards Cannon Cart
Giant Snowball
Fire Spirit Bats Guards
Zap
Fire Spirit Bats Royal Giant Guards Cannon Cart
Barbarian Barrel
Fire Spirit Tesla Guards Cannon Cart
The Log
Fire Spirit Royal Giant Guards Cannon Cart
Earthquake
Tesla Guards
Arrows
Fire Spirit Bats Guards
Royal Delivery
Fire Spirit Bats Guards Cannon Cart
Fireball
Tesla Cannon Cart
Poison
Bats Guards
Lightning
Tesla Cannon Cart
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Fire Spirit Bats Guards 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

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.

Fire Spirit

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.

Fire Spirit Bats Zap Guards Tesla Cannon Cart Royal Giant Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Guards

Attack Synergies 4 9

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.

Fire Spirit
Royal Giant Zap Cannon Cart
Bats
Royal Giant Mega Knight Zap Cannon Cart
Zap
Cannon Cart Fire Spirit Bats Royal Giant Guards Mega Knight
Tesla
Royal Giant
Fire Spirit Bats Zap Guards Cannon Cart
Guards
Zap Royal Giant
Cannon Cart
Zap Fire Spirit Bats Royal Giant
Mega Knight
Bats Zap

Defense Synergies 1 11

Fire Spirit
Zap
Bats
Zap Tesla Cannon Cart Mega Knight
Zap
Mega Knight Fire Spirit Bats Tesla Guards Cannon Cart
Tesla
Bats Zap Guards Cannon Cart
Royal Giant
Guards
Zap Tesla Cannon Cart
Cannon Cart
Bats Zap Tesla Guards
Mega Knight
Zap Bats

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.

Cannon Cart Zap Tesla
Bats Zap Tesla Cannon Cart Mega Knight
Tesla Mega Knight Fire Spirit Bats Cannon Cart
Tesla Bats Guards Cannon Cart Mega Knight
Mega Knight
Fire Spirit Bats Zap Tesla Guards Cannon Cart Mega Knight
Bats Tesla Fire Spirit Zap
Zap Tesla Cannon Cart Mega Knight
Tesla
Guards Fire Spirit Tesla Cannon Cart Mega Knight
Bats Guards Zap Tesla Cannon Cart Mega Knight
Tesla Bats Zap
Tesla Mega Knight Fire Spirit Bats Zap Guards Cannon Cart
Fire Spirit Mega Knight Bats Zap Tesla Guards Cannon Cart
Tesla Cannon Cart Mega Knight
Zap Tesla Mega Knight
Tesla Mega Knight Bats Cannon Cart
Fire Spirit Tesla Mega Knight Bats Zap Guards Cannon Cart
Zap Fire Spirit Bats Tesla Guards Cannon Cart Mega Knight
Tesla Cannon Cart
Mega Knight Fire Spirit Bats Tesla Guards Cannon Cart

Counters to secondary win conditions

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

Guards Mega Knight Zap Tesla Cannon Cart
Zap Tesla Cannon Cart Mega Knight
Guards Mega Knight Bats Zap Cannon Cart
Guards Mega Knight Bats Zap Tesla Cannon Cart
Tesla Guards Cannon Cart Mega Knight
Fire Spirit Bats Zap Tesla
Guards Bats Tesla Cannon Cart
Mega Knight Tesla Cannon Cart
Zap Mega Knight Bats Cannon Cart
Tesla Guards
Mega Knight Bats Tesla Guards Cannon Cart
Mega Knight Zap Guards
Cannon Cart Mega Knight Tesla Guards
Tesla Cannon Cart Mega Knight
Tesla Guards Bats Zap Cannon Cart
Bats Mega Knight Zap Tesla Cannon Cart

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
Zap
Cannon Cart
Cannon Cart Guards
Fire Spirit Zap Mega Knight
Fire Spirit Bats Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Bats Guards
Zap Cannon Cart
Fire Spirit Zap
Fire Spirit Cannon Cart
Cannon Cart
Zap Cannon Cart
Zap Cannon Cart
Cannon Cart Mega Knight
Bats
Fire Spirit Zap Mega Knight
Fire Spirit Zap Mega Knight
Mega Knight
Zap Cannon Cart
Zap Fire Spirit Mega Knight
Zap
Zap Mega Knight
Zap
Fire Spirit Bats Zap
Zap Bats Guards
Zap Mega Knight
Zap
Mega Knight
Zap Fire Spirit Bats Guards Cannon Cart
Fire Spirit Zap
Cannon Cart Mega Knight
Zap
Zap
Cannon Cart Mega Knight
Zap Bats Guards
Bats Zap
Zap Cannon Cart Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: