My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Hunter

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.

Hunter Giant Skeleton Electro Giant Monk

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Hog Rider Electro Giant

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.

Elite Barbarians Hog Rider Battle Healer Giant Skeleton Electro Giant

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 Giant Skeleton Monk

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
Elite Barbarians Hog Rider Giant Skeleton
Giant Snowball
Hog Rider
Zap
Barbarian Barrel
Elite Barbarians Hunter Giant Skeleton
The Log
Elite Barbarians Hog Rider Hunter Giant Skeleton
Earthquake
Hog Rider
Arrows
Royal Delivery
Elite Barbarians Hog Rider Battle Healer Hunter Giant Skeleton
Fireball
Elite Barbarians Hog Rider Battle Healer Hunter
Poison
Battle Healer Hunter
Lightning
Elite Barbarians Battle Healer Hunter Monk
Rocket
Elite Barbarians Hog Rider Battle Healer Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter Electro Giant

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.

Arrows Battle Healer Giant Skeleton Electro Giant

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.

Elite Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Hog Rider Battle Healer Hunter Monk Elite Barbarians Giant Skeleton Electro Giant

Shortest cycle

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

15 Arrows Hog Rider Battle Healer Hunter

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.

Arrows
Elite Barbarians Hog Rider Battle Healer Giant Skeleton
Elite Barbarians
Arrows Hog Rider
Hog Rider
Arrows Elite Barbarians Battle Healer Hunter Giant Skeleton
Battle Healer
Arrows Hog Rider Hunter Giant Skeleton
Hunter
Hog Rider Battle Healer Giant Skeleton
Giant Skeleton
Arrows Hog Rider Battle Healer Hunter
Electro Giant
Monk

Defense Synergies 0 7

Arrows
Battle Healer Giant Skeleton Monk
Elite Barbarians
Hunter
Hog Rider
Battle Healer
Arrows Hunter Giant Skeleton
Hunter
Elite Barbarians Battle Healer Giant Skeleton
Giant Skeleton
Arrows Battle Healer Hunter
Electro Giant
Monk
Arrows

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.

Elite Barbarians Hunter Battle Healer Monk
Hunter Elite Barbarians Giant Skeleton
Elite Barbarians Hunter Monk
Arrows Elite Barbarians Battle Healer Giant Skeleton Monk
Arrows Hunter
Hunter Arrows
Arrows Battle Healer Giant Skeleton Electro Giant Monk
Hunter Elite Barbarians
Elite Barbarians Battle Healer Hunter Giant Skeleton
Arrows Hunter Giant Skeleton Electro Giant
Arrows Hunter
Hunter Elite Barbarians Battle Healer Giant Skeleton
Arrows Hunter
Elite Barbarians Hunter
Monk Elite Barbarians Hunter Electro Giant
Arrows Elite Barbarians Hunter
Arrows Elite Barbarians Battle Healer Hunter
Arrows Hunter Battle Healer Giant Skeleton
Elite Barbarians Hunter
Arrows Elite Barbarians Battle Healer Hunter Giant Skeleton Electro Giant
Elite Barbarians Hunter

Counters to secondary win conditions

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

Elite Barbarians Battle Healer Giant Skeleton Electro Giant
Arrows Elite Barbarians Battle Healer Hunter Monk
Giant Skeleton Elite Barbarians Battle Healer Hunter
Hunter Giant Skeleton Elite Barbarians Battle Healer Monk
Giant Skeleton Elite Barbarians Battle Healer Hunter
Arrows Electro Giant Hunter Monk
Elite Barbarians Battle Healer Hunter Giant Skeleton
Giant Skeleton Elite Barbarians Battle Healer Hunter
Giant Skeleton Elite Barbarians Monk
Elite Barbarians Hunter Giant Skeleton
Monk Arrows Elite Barbarians Giant Skeleton Electro Giant
Elite Barbarians Giant Skeleton Hunter
Electro Giant
Elite Barbarians Electro Giant Battle Healer Hunter Giant Skeleton Monk
Arrows Elite Barbarians Battle Healer Hunter Giant Skeleton Electro Giant
Arrows

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.)

Arrows Giant Skeleton Monk
Arrows Monk
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Electro Giant Hunter Monk
Arrows
Arrows Hunter
Arrows Monk
Elite Barbarians
Monk Arrows
Monk Arrows
Elite Barbarians Hunter
Arrows Monk
Arrows Elite Barbarians
Arrows Hunter
Arrows
Monk Arrows
Arrows Hunter Monk
Arrows Electro Giant Monk
Giant Skeleton Monk
Arrows
Monk
Arrows Monk
Arrows Electro Giant Hunter
Arrows Hunter Monk
Arrows Monk
Arrows
Elite Barbarians Arrows Hunter Electro Giant
Electro Giant
Elite Barbarians
Arrows Hunter
Arrows Monk
Giant Skeleton
Arrows Monk
Arrows Hunter Monk
Arrows
Hunter
Arrows
Monk Arrows Giant Skeleton Electro Giant
Elite Barbarians
Electro Giant Elite Barbarians Giant Skeleton
Giant Skeleton Electro Giant Monk
Monk

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