My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Minions

Defensive buildings

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

X-Bow

Investments

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

Royal Giant X-Bow Mega Knight

Offensive cards

Win conditions

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

Royal Giant Hog Rider X-Bow

Damage spells

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

Zap Freeze

Punishments

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

Royal Giant Elite Barbarians Hog Rider X-Bow 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.

Royal Giant Elite Barbarians Hog Rider X-Bow 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.

Elite Barbarians Hog Rider

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
Minions Royal Giant Elite Barbarians Hog Rider
Giant Snowball
Minions Hog Rider
Zap
Minions Royal Giant X-Bow
Barbarian Barrel
Elite Barbarians X-Bow
The Log
Royal Giant Elite Barbarians Hog Rider X-Bow
Earthquake
Hog Rider X-Bow
Arrows
Minions
Royal Delivery
Minions Elite Barbarians Hog Rider
Fireball
Minions Elite Barbarians Hog Rider X-Bow
Poison
Minions X-Bow
Lightning
Elite Barbarians X-Bow
Rocket
Elite Barbarians Hog Rider X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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.

Freeze 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 Elite Barbarians

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.

Minions

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 Minions Hog Rider Freeze Royal Giant Elite Barbarians X-Bow Mega Knight

Shortest cycle

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

13 Zap Minions Hog Rider Freeze

Attack Synergies 7 10

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
Elite Barbarians Hog Rider X-Bow Minions Royal Giant Freeze Mega Knight
Minions
Royal Giant Hog Rider Mega Knight Zap Elite Barbarians
Royal Giant
Minions Zap Elite Barbarians Hog Rider
Elite Barbarians
Zap Minions Royal Giant Hog Rider Mega Knight
Hog Rider
Zap Minions Freeze Royal Giant Elite Barbarians Mega Knight
Freeze
Hog Rider Zap
X-Bow
Zap
Mega Knight
Minions Zap Elite Barbarians Hog Rider

Defense Synergies 1 8

Zap
Mega Knight Minions Elite Barbarians X-Bow
Minions
Zap Freeze X-Bow Mega Knight
Royal Giant
Elite Barbarians
Zap Mega Knight
Hog Rider
Freeze
Minions Mega Knight
X-Bow
Zap Minions
Mega Knight
Zap Minions Elite Barbarians Freeze

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 Minions X-Bow
Elite Barbarians Zap Minions X-Bow Mega Knight
Mega Knight Minions Elite Barbarians Freeze
Elite Barbarians Minions Mega Knight
Elite Barbarians X-Bow Mega Knight
Freeze Zap Minions X-Bow Mega Knight
Minions Zap Freeze X-Bow
Zap X-Bow Mega Knight
Minions Elite Barbarians X-Bow
Elite Barbarians Mega Knight
Minions Zap Freeze X-Bow Mega Knight
Minions Zap
Mega Knight Zap Minions Elite Barbarians Freeze X-Bow
Mega Knight Zap Minions Freeze X-Bow
Elite Barbarians X-Bow Mega Knight
Zap Elite Barbarians Freeze X-Bow Mega Knight
Mega Knight Minions Elite Barbarians X-Bow
Mega Knight Zap Minions Elite Barbarians X-Bow
Zap Freeze Minions Mega Knight
Elite Barbarians
Mega Knight Minions Elite Barbarians

Counters to secondary win conditions

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

Mega Knight Zap Elite Barbarians X-Bow
Zap Elite Barbarians X-Bow Mega Knight
Mega Knight Zap Minions Elite Barbarians
Mega Knight Zap Elite Barbarians X-Bow
Elite Barbarians Mega Knight
Zap Minions Freeze
Minions Elite Barbarians
Mega Knight Elite Barbarians
Zap Freeze Mega Knight Minions Elite Barbarians X-Bow
Mega Knight Minions Elite Barbarians
Mega Knight Zap Elite Barbarians
Elite Barbarians Mega Knight
Mega Knight
Elite Barbarians Zap Minions Freeze X-Bow
Minions Mega Knight Zap Elite Barbarians Freeze

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.)

Freeze X-Bow
Zap X-Bow
X-Bow
Freeze
Zap Mega Knight
Zap Minions Freeze
X-Bow Zap Freeze
Zap X-Bow
Minions Elite Barbarians X-Bow
Zap X-Bow
Zap
Elite Barbarians
Minions Freeze X-Bow
Zap Elite Barbarians X-Bow
X-Bow Zap
X-Bow Mega Knight
Freeze
Minions
Zap X-Bow Mega Knight
Zap X-Bow Mega Knight
Minions X-Bow Mega Knight
X-Bow
Zap X-Bow
Zap Freeze Mega Knight
X-Bow Zap
Zap X-Bow Mega Knight
Zap X-Bow
Elite Barbarians Zap X-Bow
Zap Minions Freeze
Elite Barbarians
Zap X-Bow Mega Knight
Zap Freeze
Mega Knight
Zap Minions Freeze X-Bow
Zap
Freeze
Mega Knight
Zap
Zap
Elite Barbarians Mega Knight
Zap Minions Elite Barbarians Freeze
Zap
Zap Freeze X-Bow Mega Knight

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