My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Elixir Golem

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 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.

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.

Giant Wizard Sparky Mega Knight

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Zap Fireball Freeze

Punishments

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

Hog Rider Giant Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider 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.

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
Hog Rider Giant Sparky
Giant Snowball
Hog Rider
Zap
Sparky
Barbarian Barrel
Wizard Sparky
The Log
Hog Rider Sparky
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Wizard Sparky
Fireball
Hog Rider Wizard Sparky
Poison
Wizard Sparky
Lightning
Wizard Sparky
Rocket
Hog Rider Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Freeze Sparky 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 Sparky 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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Fireball Hog Rider Freeze Giant Wizard Sparky Mega Knight

Shortest cycle

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

14 Zap Fireball Hog Rider Freeze

Attack Synergies 7 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
Fireball Hog Rider Giant Sparky Freeze Mega Knight
Fireball
Zap Hog Rider Giant Freeze Sparky Mega Knight
Hog Rider
Zap Fireball Freeze Giant Wizard Mega Knight
Giant
Zap Sparky Fireball Hog Rider Wizard
Wizard
Hog Rider Giant Sparky Mega Knight
Freeze
Hog Rider Zap Fireball
Sparky
Zap Giant Fireball Wizard
Mega Knight
Zap Fireball Hog Rider Wizard

Defense Synergies 2 7

Zap
Fireball Mega Knight Sparky
Fireball
Zap Freeze Mega Knight
Hog Rider
Giant
Wizard
Freeze Mega Knight
Freeze
Fireball Wizard Sparky Mega Knight
Sparky
Zap Freeze
Mega Knight
Zap Fireball Wizard 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 Fireball Wizard Sparky
Sparky Zap Mega Knight
Sparky Mega Knight Freeze
Sparky Mega Knight
Fireball Sparky Mega Knight
Fireball Freeze Zap Mega Knight
Zap Fireball Wizard Freeze
Zap Fireball Sparky Mega Knight
Sparky
Sparky Mega Knight
Zap Fireball Wizard Freeze Mega Knight
Zap Fireball Wizard
Sparky Mega Knight Zap Fireball Wizard Freeze
Fireball Wizard Sparky Mega Knight Zap Freeze
Sparky Mega Knight
Zap Fireball Freeze Sparky Mega Knight
Wizard Sparky Mega Knight Fireball
Fireball Mega Knight Zap Wizard
Zap Wizard Freeze Fireball Mega Knight
Sparky
Wizard Mega Knight Fireball Sparky

Counters to secondary win conditions

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

Mega Knight Zap Fireball Sparky
Fireball Zap Wizard Mega Knight
Mega Knight Zap Sparky
Mega Knight Zap Fireball Sparky
Sparky Mega Knight
Fireball Wizard Zap Freeze
Sparky Fireball
Mega Knight Sparky
Zap Freeze Mega Knight Fireball Sparky
Sparky
Mega Knight Sparky
Mega Knight Zap Fireball
Mega Knight Fireball Wizard Sparky
Wizard Fireball Sparky Mega Knight
Sparky Zap Fireball Freeze
Mega Knight Zap Fireball Wizard Freeze Sparky

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.)

Fireball Freeze Sparky
Fireball Zap
Fireball Sparky
Fireball Freeze Sparky
Fireball Wizard Zap Sparky Mega Knight
Fireball Wizard Zap Freeze
Wizard Sparky
Fireball Zap Wizard Freeze
Fireball Zap Wizard
Fireball Sparky
Zap Fireball Wizard Sparky
Fireball Zap Wizard
Fireball Sparky
Fireball Freeze
Zap Fireball Sparky
Zap Fireball Wizard Sparky
Fireball Wizard Sparky Mega Knight
Fireball Freeze Sparky
Sparky
Zap Fireball Wizard Sparky Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Sparky Mega Knight
Fireball Wizard
Sparky
Zap Fireball
Zap Freeze Fireball Wizard Sparky Mega Knight
Fireball Zap Wizard Sparky
Fireball Zap Wizard Sparky Mega Knight
Fireball Zap Sparky
Zap Fireball Wizard Sparky
Zap Fireball Wizard Freeze
Fireball Sparky
Zap Fireball Wizard Sparky Mega Knight
Zap Fireball Freeze Sparky
Sparky Mega Knight
Fireball Wizard Sparky
Zap Fireball Freeze
Fireball Zap Wizard
Freeze
Fireball
Fireball Wizard Sparky Mega Knight
Zap Fireball Wizard
Zap Fireball Sparky
Sparky Mega Knight
Zap Fireball Freeze Sparky
Zap Fireball
Zap Fireball Freeze Sparky Mega Knight

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