My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

3 problems 1 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Tombstone Elixir Golem Giant Skeleton Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Rocket Rage

Punishments

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

Elixir Golem Lumberjack

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.

Elixir Golem Giant Skeleton Lumberjack

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 Electro Wizard Lumberjack

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
Elixir Golem Guards Giant Skeleton
Giant Snowball
Tombstone Guards Lumberjack
Zap
Tombstone Guards
Barbarian Barrel
Tombstone Elixir Golem Guards Giant Skeleton Electro Wizard Lumberjack
The Log
Tombstone Elixir Golem Guards Giant Skeleton Lumberjack
Earthquake
Tombstone Elixir Golem Guards
Arrows
Tombstone Guards
Royal Delivery
Elixir Golem Guards Giant Skeleton Electro Wizard Lumberjack
Fireball
Tombstone Elixir Golem Electro Wizard Lumberjack
Poison
Tombstone Elixir Golem Guards Electro Wizard
Lightning
Tombstone Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket

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.

Tombstone Elixir Golem Rocket Rage Guards Giant Skeleton

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.

Rage Tombstone Elixir Golem Guards Electro Wizard Lumberjack Rocket Giant Skeleton

Shortest cycle

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

11 Rage Tombstone Elixir Golem Guards

Attack Synergies 1 7

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.

Tombstone
Elixir Golem
Rage Lumberjack
Rocket
Rage
Elixir Golem Giant Skeleton Electro Wizard
Guards
Lumberjack
Giant Skeleton
Rage Electro Wizard Lumberjack
Electro Wizard
Rage Giant Skeleton Lumberjack
Lumberjack
Elixir Golem Guards Giant Skeleton Electro Wizard

Defense Synergies 0 10

Tombstone
Rocket Guards Electro Wizard Lumberjack
Elixir Golem
Rocket
Tombstone
Rage
Guards
Tombstone Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Guards Electro Wizard Lumberjack
Electro Wizard
Tombstone Guards Giant Skeleton Lumberjack
Lumberjack
Tombstone Guards Giant Skeleton 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 Tombstone Electro Wizard
Lumberjack Tombstone Electro Wizard
Rocket Lumberjack Tombstone Giant Skeleton Electro Wizard
Lumberjack Tombstone Guards Electro Wizard
Tombstone Rocket Giant Skeleton Lumberjack
Guards Electro Wizard Lumberjack
Rocket Electro Wizard Tombstone
Rocket Giant Skeleton Electro Wizard
Tombstone Lumberjack
Guards Giant Skeleton Electro Wizard Lumberjack
Guards Electro Wizard Tombstone Giant Skeleton Lumberjack
Electro Wizard
Tombstone Lumberjack Rocket Guards Giant Skeleton Electro Wizard
Rocket Tombstone Guards Electro Wizard Lumberjack
Tombstone Electro Wizard Lumberjack
Rocket Electro Wizard Lumberjack
Tombstone Electro Wizard Lumberjack
Tombstone Guards Electro Wizard Lumberjack
Tombstone Guards Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Lumberjack
Guards Giant Skeleton Electro Wizard Lumberjack
Tombstone Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Tombstone Giant Skeleton Electro Wizard
Electro Wizard Rocket Lumberjack
Tombstone Guards Giant Skeleton Lumberjack Rocket Electro Wizard
Rocket Guards Giant Skeleton Lumberjack Electro Wizard
Giant Skeleton Tombstone Guards Lumberjack
Rocket Electro Wizard
Rocket Guards Tombstone Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Lumberjack
Rocket Giant Skeleton Electro Wizard Tombstone
Tombstone Guards
Tombstone Guards Giant Skeleton Lumberjack
Rocket Guards Giant Skeleton Electro Wizard
Rocket Giant Skeleton Tombstone Guards Lumberjack
Tombstone Guards Electro Wizard Rocket Giant Skeleton Lumberjack
Giant Skeleton Electro Wizard
Tombstone Electro Wizard

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.)

Rocket Guards Giant Skeleton
Electro Wizard
Rocket Giant Skeleton
Rocket Guards Giant Skeleton
Rocket
Rocket
Rocket Guards Electro Wizard Lumberjack
Rocket Electro Wizard
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket
Rocket Electro Wizard
Rocket
Rocket Giant Skeleton
Rocket
Rocket
Rocket
Electro Wizard
Rocket
Electro Wizard
Rocket Electro Wizard Guards
Rocket
Rocket Electro Wizard
Giant Skeleton
Rocket
Electro Wizard Tombstone Rocket Guards
Rocket Electro Wizard
Rocket Electro Wizard Lumberjack
Rocket Giant Skeleton
Rocket Guards Giant Skeleton Electro Wizard
Rocket Electro Wizard
Rocket Giant Skeleton Electro Wizard
Rocket

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