My Best Clash Royale Deck

Deck Check Rating

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

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.

Minion Horde 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 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.

Zap Rage The Log

Punishments

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

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.

Minion Horde Electro Giant 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
Minion Horde Skeleton Army
Giant Snowball
Minion Horde Skeleton Army
Zap
Minion Horde Skeleton Army
Barbarian Barrel
Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Wizard Skeleton Army
Fireball
Minion Horde Wizard Skeleton Army
Poison
Minion Horde Wizard Skeleton Army
Lightning
Wizard
Rocket
Minion Horde Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Giant The Log 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.

Rage Skeleton Army Electro Giant 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.

Skeleton Army

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.

Minion Horde 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Skeleton Army Minion Horde Wizard Electro Giant Mega Knight

Shortest cycle

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

9 Zap Rage The Log Skeleton Army

Attack Synergies 2 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.

Zap
Minion Horde The Log Mega Knight
Minion Horde
Rage Mega Knight Zap
Wizard
Rage Mega Knight
Rage
Minion Horde Wizard
Skeleton Army
Electro Giant
The Log
Zap Mega Knight
Mega Knight
Minion Horde Zap Wizard The Log

Defense Synergies 1 9

Zap
Mega Knight Minion Horde Skeleton Army The Log
Minion Horde
Zap The Log
Wizard
Skeleton Army The Log Mega Knight
Rage
Skeleton Army
Zap Wizard The Log
Electro Giant
The Log
Zap Minion Horde Wizard Skeleton Army Mega Knight
Mega Knight
Zap Wizard The Log

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 Minion Horde Wizard The Log
Minion Horde Skeleton Army Zap The Log Mega Knight
Minion Horde Skeleton Army Mega Knight
Minion Horde Skeleton Army Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Zap Mega Knight
Minion Horde Zap Wizard
Zap Electro Giant The Log Mega Knight
Minion Horde Skeleton Army
Skeleton Army Minion Horde Mega Knight
Minion Horde Skeleton Army Zap Wizard Electro Giant The Log Mega Knight
Minion Horde Zap Wizard
Minion Horde Skeleton Army Mega Knight Zap Wizard The Log
Wizard Skeleton Army Mega Knight Zap Minion Horde The Log
Skeleton Army Minion Horde Mega Knight
Minion Horde Skeleton Army Zap Electro Giant The Log Mega Knight
Minion Horde Wizard Mega Knight Skeleton Army
Mega Knight Zap Minion Horde Wizard Skeleton Army The Log
Zap Wizard The Log Mega Knight
Wizard Skeleton Army Mega Knight Minion Horde Electro Giant The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Giant
Zap Wizard The Log Mega Knight
Skeleton Army Mega Knight Zap Minion Horde The Log
Skeleton Army Mega Knight Zap Minion Horde The Log
Minion Horde Skeleton Army Mega Knight
Wizard Electro Giant Zap Minion Horde
Skeleton Army Minion Horde
Mega Knight Minion Horde Skeleton Army
Zap Minion Horde Mega Knight Skeleton Army The Log
Minion Horde Skeleton Army
Mega Knight Minion Horde
Skeleton Army Mega Knight Zap Electro Giant The Log
Skeleton Army Mega Knight Minion Horde Wizard
Wizard Minion Horde Skeleton Army Electro Giant Mega Knight
Skeleton Army Electro Giant Zap Minion Horde The Log
Mega Knight Zap Minion Horde Wizard Electro Giant The Log

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.)

Minion Horde The Log
Zap The Log
Minion Horde The Log
The Log
Wizard Zap Minion Horde The Log Mega Knight
Wizard Electro Giant Zap Minion Horde
Minion Horde Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Minion Horde
Zap Minion Horde Wizard The Log
Zap Wizard
The Log
Minion Horde
Zap The Log
Zap Minion Horde Wizard The Log
Minion Horde Wizard The Log Mega Knight
Minion Horde
Zap Wizard The Log Mega Knight
Zap Wizard Electro Giant The Log Mega Knight
Minion Horde The Log Mega Knight
Wizard
The Log
Zap Minion Horde The Log
Zap Electro Giant The Log Wizard Mega Knight
Minion Horde
The Log Zap Wizard
Zap Wizard The Log Mega Knight
Zap The Log
Zap Minion Horde Wizard Electro Giant
Zap Minion Horde Wizard Electro Giant
Minion Horde
Zap Minion Horde Wizard The Log Mega Knight
Zap Minion Horde
Minion Horde Mega Knight
Wizard The Log
Zap Minion Horde Skeleton Army
Zap Wizard
The Log
Minion Horde Wizard Mega Knight
The Log Zap Wizard
Zap Electro Giant
Minion Horde Mega Knight
Zap Electro Giant Minion Horde The Log
Zap
Zap Electro Giant The Log Mega Knight

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