My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Knight Royal Giant Baby Dragon Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Zap Rocket

Punishments

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

Mortar Royal Giant

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.

Knight Mortar Royal Giant Baby Dragon

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
Royal Giant Inferno Dragon
Giant Snowball
Baby Dragon Inferno Dragon
Zap
Mortar Royal Giant Inferno Dragon
Barbarian Barrel
Knight Mortar Electro Wizard
The Log
Royal Giant
Earthquake
Mortar
Arrows
Royal Delivery
Knight Baby Dragon Electro Wizard Inferno Dragon
Fireball
Mortar Baby Dragon Electro Wizard Inferno Dragon
Poison
Mortar Electro Wizard
Lightning
Knight Mortar Baby Dragon Electro Wizard Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Rocket Baby Dragon

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.

Knight Rocket Baby Dragon Inferno Dragon

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Mortar Baby Dragon Electro Wizard Inferno Dragon Royal Giant Rocket

Shortest cycle

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

13 Zap Knight Mortar Baby Dragon

Attack Synergies 4 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
Electro Wizard Knight Mortar Royal Giant Baby Dragon
Knight
Mortar Baby Dragon Zap Electro Wizard
Mortar
Knight Royal Giant Zap Rocket Baby Dragon
Royal Giant
Mortar Zap Rocket Baby Dragon Electro Wizard
Rocket
Mortar Royal Giant
Baby Dragon
Knight Zap Mortar Royal Giant Electro Wizard Inferno Dragon
Electro Wizard
Zap Knight Royal Giant Baby Dragon
Inferno Dragon
Baby Dragon

Defense Synergies 2 11

Zap
Electro Wizard Knight Mortar Baby Dragon Inferno Dragon
Knight
Electro Wizard Zap Mortar Baby Dragon
Mortar
Zap Knight Baby Dragon Electro Wizard Inferno Dragon
Royal Giant
Rocket
Baby Dragon
Zap Knight Mortar Inferno Dragon
Electro Wizard
Zap Knight Mortar Inferno Dragon
Inferno Dragon
Zap Mortar Baby Dragon 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.

Rocket Zap Knight Mortar Baby Dragon Electro Wizard
Inferno Dragon Zap Knight Mortar Electro Wizard
Mortar Rocket Knight Electro Wizard Inferno Dragon
Inferno Dragon Knight Mortar Electro Wizard
Rocket
Zap Baby Dragon Electro Wizard
Rocket Electro Wizard Inferno Dragon Zap Mortar Baby Dragon
Rocket Zap Baby Dragon Electro Wizard
Inferno Dragon Mortar
Knight Electro Wizard
Electro Wizard Zap Knight Baby Dragon
Inferno Dragon Zap Baby Dragon Electro Wizard
Mortar Zap Knight Rocket Electro Wizard
Rocket Zap Mortar Baby Dragon Electro Wizard
Inferno Dragon Knight Mortar Electro Wizard
Rocket Zap Mortar Electro Wizard Inferno Dragon
Knight Mortar Electro Wizard
Mortar Zap Knight Baby Dragon Electro Wizard
Zap Mortar Baby Dragon Knight Electro Wizard Inferno Dragon
Mortar Electro Wizard Inferno Dragon
Knight Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Knight Zap Electro Wizard
Electro Wizard Zap Knight Mortar Rocket Baby Dragon Inferno Dragon
Zap Knight Rocket Electro Wizard
Rocket Zap Knight Electro Wizard
Knight Inferno Dragon
Rocket Zap Baby Dragon Electro Wizard
Rocket Knight Electro Wizard
Knight Inferno Dragon
Zap Rocket Electro Wizard Knight Mortar Baby Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Knight
Rocket Zap Electro Wizard
Rocket Knight
Baby Dragon
Electro Wizard Zap Knight Mortar Rocket Baby Dragon Inferno Dragon
Zap Baby Dragon Electro Wizard Inferno Dragon

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.)

Knight Mortar Rocket Baby Dragon
Mortar Zap Baby Dragon Electro Wizard
Rocket Baby Dragon
Knight Rocket
Rocket Zap Mortar Baby Dragon
Zap Rocket Baby Dragon
Mortar Baby Dragon
Zap Baby Dragon
Zap Mortar
Rocket Electro Wizard
Rocket Zap Knight Mortar Electro Wizard
Zap Rocket Baby Dragon
Rocket Knight Mortar Baby Dragon
Mortar Rocket Baby Dragon
Zap Mortar Baby Dragon
Rocket Zap Mortar Baby Dragon
Mortar Rocket Baby Dragon
Mortar Rocket
Rocket
Rocket Zap Mortar Baby Dragon Electro Wizard
Rocket Zap Mortar Baby Dragon
Rocket Baby Dragon
Rocket
Rocket
Rocket Zap Mortar Baby Dragon
Zap Mortar Baby Dragon
Inferno Dragon
Mortar Zap Baby Dragon Electro Wizard
Zap Mortar Baby Dragon
Rocket Zap Mortar Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Rocket Electro Wizard
Zap Mortar Rocket
Zap Rocket Electro Wizard
Rocket
Zap Electro Wizard Rocket
Rocket Zap Baby Dragon Electro Wizard
Knight Rocket Baby Dragon Electro Wizard
Zap Mortar Baby Dragon
Rocket Zap
Zap Rocket Baby Dragon Electro Wizard
Zap Rocket Electro Wizard
Zap Mortar Rocket Baby Dragon Electro Wizard

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