My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

1 problems 2 warnings Why?

Missing cards in your collection

Royal Ghost Fisherman Electro Wizard Ram Rider Graveyard

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!

Advanced stuff

Defensive cards

Anti-air

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

Rascals Electro 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.

Knight Rascals Royal Ghost Electro Wizard Sparky Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

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 Hogs Royal Ghost 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.

Knight Rascals Royal Hogs Royal Ghost 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.

Royal Hogs Royal Ghost 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 Hogs Sparky
Giant Snowball
Royal Hogs
Zap
Royal Hogs Sparky
Barbarian Barrel
Knight Rascals Royal Hogs Royal Ghost Electro Wizard Sparky
The Log
Rascals Royal Hogs Sparky
Earthquake
Royal Hogs
Arrows
Rascals Royal Hogs
Royal Delivery
Knight Rascals Royal Hogs Royal Ghost Electro Wizard Sparky
Fireball
Rascals Royal Hogs Electro Wizard Sparky
Poison
Rascals Royal Hogs Electro Wizard Sparky
Lightning
Knight Electro Wizard Sparky
Rocket
Rascals Royal Hogs Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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.

Knight Royal Ghost Sparky Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Royal Ghost Electro Wizard Rascals Royal Hogs Sparky Mega Knight

Shortest cycle

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

12 Zap Knight Royal Ghost Electro Wizard

Attack Synergies 2 14

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 Sparky Knight Royal Hogs Royal Ghost Mega Knight
Knight
Zap Royal Hogs Electro Wizard Sparky
Rascals
Electro Wizard
Royal Hogs
Zap Knight Electro Wizard Mega Knight
Royal Ghost
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Knight Rascals Royal Hogs Royal Ghost Sparky Mega Knight
Sparky
Zap Knight Electro Wizard
Mega Knight
Zap Royal Hogs Royal Ghost Electro Wizard

Defense Synergies 3 8

Zap
Electro Wizard Mega Knight Knight Rascals Royal Ghost Sparky
Knight
Electro Wizard Zap Sparky
Rascals
Zap
Royal Hogs
Royal Ghost
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Knight Royal Ghost Mega Knight
Sparky
Zap Knight
Mega Knight
Zap Royal Ghost 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.

Zap Knight Electro Wizard Sparky
Sparky Zap Knight Rascals Electro Wizard Mega Knight
Sparky Mega Knight Knight Rascals Electro Wizard
Sparky Knight Rascals Electro Wizard Mega Knight
Sparky Mega Knight
Zap Rascals Royal Ghost Electro Wizard Mega Knight
Electro Wizard Zap Rascals
Zap Rascals Electro Wizard Sparky Mega Knight
Sparky Rascals
Knight Rascals Royal Ghost Electro Wizard Sparky Mega Knight
Electro Wizard Zap Knight Rascals Royal Ghost Mega Knight
Zap Rascals Electro Wizard
Sparky Mega Knight Zap Knight Rascals Electro Wizard
Sparky Mega Knight Zap Rascals Royal Ghost Electro Wizard
Sparky Knight Rascals Electro Wizard Mega Knight
Zap Rascals Electro Wizard Sparky Mega Knight
Sparky Mega Knight Knight Rascals Electro Wizard
Mega Knight Zap Knight Rascals Royal Ghost Electro Wizard
Zap Knight Rascals Royal Ghost Electro Wizard Mega Knight
Sparky Electro Wizard
Rascals Royal Ghost Mega Knight Knight Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Rascals Mega Knight Zap Royal Ghost Electro Wizard Sparky
Electro Wizard Zap Knight Royal Ghost Mega Knight
Mega Knight Zap Knight Rascals Electro Wizard Sparky
Mega Knight Zap Knight Rascals Electro Wizard Sparky
Knight Rascals Sparky Mega Knight
Zap Rascals Electro Wizard
Rascals Sparky Knight Electro Wizard
Mega Knight Knight Rascals Sparky
Zap Electro Wizard Mega Knight Knight Sparky
Sparky
Mega Knight Knight Rascals Sparky
Mega Knight Zap Electro Wizard
Rascals Mega Knight Knight Sparky
Rascals Sparky Mega Knight
Rascals Electro Wizard Sparky Zap Knight
Mega Knight Zap Rascals Royal Ghost Electro Wizard 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.)

Knight Rascals Royal Ghost Sparky
Zap Royal Ghost Electro Wizard
Sparky
Knight Rascals Sparky
Zap Sparky Mega Knight
Zap
Sparky
Zap
Zap
Electro Wizard Sparky
Zap Knight Electro Wizard Sparky
Zap
Knight Sparky
Zap Sparky
Zap Sparky
Sparky Mega Knight
Sparky
Sparky
Zap Electro Wizard Sparky Mega Knight
Zap Mega Knight
Sparky Mega Knight
Sparky
Zap
Zap Sparky Mega Knight
Zap Royal Ghost Electro Wizard Sparky
Zap Sparky Mega Knight
Zap Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky Mega Knight
Zap Electro Wizard Sparky
Sparky Mega Knight
Sparky
Zap Electro Wizard
Zap Electro Wizard
Knight Rascals Electro Wizard Sparky Mega Knight
Zap
Zap Sparky
Sparky Mega Knight
Zap Rascals Electro Wizard Sparky
Zap Electro Wizard
Zap Royal Ghost Electro Wizard Sparky Mega Knight

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