My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Battle Ram Giant Skeleton Magic Archer Lava Hound Golden Knight

Offensive cards

Win conditions

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

Battle Ram Lava Hound

Damage spells

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

Giant Snowball

Punishments

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

Battle Ram Golden 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.

Battle Ram Giant Skeleton Magic Archer Lava Hound

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.

Giant Skeleton Magic Archer Golden 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
Battle Ram Skeleton Army Giant Skeleton Lava Hound
Giant Snowball
Battle Ram Skeleton Army Lava Hound
Zap
Battle Ram Skeleton Army Lava Hound
Barbarian Barrel
Battle Ram Bomb Tower Skeleton Army Giant Skeleton Magic Archer
The Log
Battle Ram Skeleton Army Giant Skeleton
Earthquake
Bomb Tower Skeleton Army
Arrows
Skeleton Army Lava Hound
Royal Delivery
Battle Ram Skeleton Army Giant Skeleton Magic Archer Lava Hound
Fireball
Battle Ram Bomb Tower Skeleton Army Magic Archer Lava Hound
Poison
Bomb Tower Skeleton Army Magic Archer Lava Hound
Lightning
Battle Ram Bomb Tower Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Bomb Tower Magic Archer

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.

Battle Ram Skeleton Army Giant Skeleton

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.

Lava Hound

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.

Giant Snowball Skeleton Army Battle Ram Bomb Tower Magic Archer Golden Knight Giant Skeleton Lava Hound

Shortest cycle

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

13 Giant Snowball Skeleton Army Battle Ram Bomb Tower

Attack Synergies 2 9

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.

Giant Snowball
Battle Ram Giant Skeleton Magic Archer Lava Hound
Battle Ram
Giant Snowball Magic Archer Lava Hound Golden Knight
Bomb Tower
Skeleton Army
Lava Hound
Giant Skeleton
Giant Snowball Magic Archer
Magic Archer
Battle Ram Giant Snowball Giant Skeleton Lava Hound Golden Knight
Lava Hound
Giant Snowball Battle Ram Skeleton Army Magic Archer
Golden Knight
Battle Ram Magic Archer

Defense Synergies 0 9

Giant Snowball
Bomb Tower Giant Skeleton Magic Archer Golden Knight
Battle Ram
Bomb Tower
Giant Snowball Skeleton Army Magic Archer
Skeleton Army
Bomb Tower Giant Skeleton Magic Archer
Giant Skeleton
Giant Snowball Skeleton Army Magic Archer
Magic Archer
Giant Snowball Bomb Tower Skeleton Army Giant Skeleton
Lava Hound
Golden Knight
Giant Snowball

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.

Magic Archer Golden Knight
Bomb Tower Skeleton Army
Bomb Tower Skeleton Army Giant Snowball Giant Skeleton
Bomb Tower Skeleton Army
Bomb Tower Skeleton Army Giant Skeleton
Skeleton Army Giant Snowball Bomb Tower Magic Archer
Giant Snowball Bomb Tower Magic Archer
Bomb Tower Giant Skeleton Magic Archer Golden Knight
Bomb Tower Skeleton Army
Skeleton Army Giant Snowball Giant Skeleton
Skeleton Army Giant Snowball Bomb Tower Giant Skeleton Magic Archer
Giant Snowball Magic Archer
Bomb Tower Skeleton Army Giant Snowball Giant Skeleton
Bomb Tower Skeleton Army Giant Snowball Magic Archer Golden Knight
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army Giant Snowball
Bomb Tower Skeleton Army
Bomb Tower Giant Snowball Skeleton Army Magic Archer Golden Knight
Giant Snowball Bomb Tower Giant Skeleton Magic Archer
Bomb Tower
Skeleton Army Giant Snowball Bomb Tower Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Giant Snowball Giant Skeleton
Giant Snowball Bomb Tower Magic Archer
Skeleton Army Giant Skeleton Bomb Tower Golden Knight
Skeleton Army Giant Skeleton
Giant Skeleton Skeleton Army
Giant Snowball Bomb Tower Magic Archer
Skeleton Army Bomb Tower Giant Skeleton
Giant Skeleton Bomb Tower Skeleton Army
Giant Skeleton Giant Snowball Bomb Tower Skeleton Army Magic Archer
Skeleton Army
Bomb Tower Giant Skeleton Golden Knight
Skeleton Army Giant Snowball Giant Skeleton
Skeleton Army Giant Skeleton Bomb Tower Golden Knight
Bomb Tower Skeleton Army Magic Archer
Skeleton Army Bomb Tower Giant Skeleton Magic Archer Golden Knight
Giant Snowball Bomb Tower Giant Skeleton Magic Archer Golden Knight
Giant Snowball Bomb Tower

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.)

Magic Archer Giant Skeleton Golden Knight
Giant Snowball Magic Archer Golden Knight
Giant Skeleton Magic Archer
Giant Skeleton
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Golden Knight
Giant Snowball
Magic Archer Golden Knight
Giant Snowball Magic Archer
Giant Snowball Magic Archer Golden Knight
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer Golden Knight
Magic Archer
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer Golden Knight
Giant Skeleton Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer Golden Knight
Giant Snowball Magic Archer Golden Knight
Magic Archer Golden Knight
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Giant Skeleton
Giant Snowball Magic Archer
Skeleton Army Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Giant Skeleton
Giant Snowball Giant Skeleton Magic Archer Golden Knight
Giant Snowball Magic Archer
Giant Snowball Giant Skeleton Magic Archer Golden Knight

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