My Best Clash Royale Deck

Deck Check Rating

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

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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Goblin Gang Baby Dragon Electro Dragon Goblin Giant Inferno Dragon

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.

Baby Dragon Electro Dragon Goblin Giant Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Royal Hogs Goblin Giant 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.

Goblin Gang Royal Hogs Baby Dragon Goblin 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.

Royal Hogs Electro Dragon

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
Goblin Gang Royal Hogs Guards Inferno Dragon
Giant Snowball
Goblin Gang Royal Hogs Guards Baby Dragon Electro Dragon Inferno Dragon
Zap
Goblin Gang Royal Hogs Guards Goblin Giant Inferno Dragon
Barbarian Barrel
Goblin Gang Royal Hogs Guards
The Log
Goblin Gang Royal Hogs Guards
Earthquake
Goblin Gang Royal Hogs Guards
Arrows
Goblin Gang Royal Hogs Guards
Royal Delivery
Goblin Gang Royal Hogs Guards Baby Dragon Electro Dragon Inferno Dragon
Fireball
Goblin Gang Royal Hogs Baby Dragon Electro Dragon Inferno Dragon
Poison
Goblin Gang Royal Hogs Guards Electro Dragon
Lightning
Baby Dragon Electro Dragon Inferno Dragon
Rocket
Royal Hogs Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Dragon 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.

Guards Baby Dragon Inferno Dragon 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.

Goblin Gang

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.

Goblin Gang Guards Baby Dragon Inferno Dragon Royal Hogs Electro Dragon Goblin Giant Mega Knight

Shortest cycle

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

14 Goblin Gang Guards Baby Dragon Inferno Dragon

Attack Synergies 1 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.

Goblin Gang
Royal Hogs Baby Dragon Goblin Giant
Royal Hogs
Goblin Gang Guards Mega Knight
Guards
Royal Hogs
Baby Dragon
Goblin Gang Electro Dragon Goblin Giant Inferno Dragon Mega Knight
Electro Dragon
Baby Dragon Goblin Giant Inferno Dragon Mega Knight
Goblin Giant
Goblin Gang Baby Dragon Electro Dragon
Inferno Dragon
Mega Knight Baby Dragon Electro Dragon
Mega Knight
Inferno Dragon Royal Hogs Baby Dragon Electro Dragon

Defense Synergies 0 9

Goblin Gang
Guards Inferno Dragon
Royal Hogs
Guards
Goblin Gang Baby Dragon Electro Dragon
Baby Dragon
Guards Electro Dragon Inferno Dragon Mega Knight
Electro Dragon
Guards Baby Dragon Inferno Dragon
Goblin Giant
Inferno Dragon
Goblin Gang Baby Dragon Electro Dragon Mega Knight
Mega Knight
Baby Dragon Inferno Dragon

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.

Baby Dragon Electro Dragon Goblin Giant
Inferno Dragon Goblin Gang Electro Dragon Mega Knight
Goblin Gang Mega Knight Electro Dragon Inferno Dragon
Inferno Dragon Goblin Gang Guards Electro Dragon Mega Knight
Mega Knight
Goblin Gang Guards Baby Dragon Electro Dragon Mega Knight
Inferno Dragon Goblin Gang Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Goblin Giant Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Guards Mega Knight
Goblin Gang Guards Baby Dragon Electro Dragon Goblin Giant Mega Knight
Inferno Dragon Goblin Gang Baby Dragon Electro Dragon
Mega Knight Goblin Gang Guards Electro Dragon
Mega Knight Goblin Gang Guards Baby Dragon Electro Dragon
Inferno Dragon Goblin Gang Mega Knight
Goblin Gang Inferno Dragon Mega Knight
Mega Knight Goblin Gang Electro Dragon
Mega Knight Goblin Gang Guards Baby Dragon Electro Dragon
Baby Dragon Guards Electro Dragon Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Mega Knight Guards Baby Dragon Electro Dragon Goblin Giant

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight
Goblin Gang Baby Dragon Electro Dragon Inferno Dragon Mega Knight
Goblin Gang Guards Mega Knight Electro Dragon Goblin Giant
Goblin Gang Guards Mega Knight Goblin Giant
Goblin Gang Guards Goblin Giant Inferno Dragon Mega Knight
Goblin Gang Baby Dragon Electro Dragon Goblin Giant
Goblin Gang Guards Goblin Giant
Mega Knight Goblin Giant Inferno Dragon
Electro Dragon Mega Knight Baby Dragon Inferno Dragon
Goblin Gang Guards Goblin Giant Inferno Dragon
Inferno Dragon Mega Knight Guards Electro Dragon
Mega Knight Guards Goblin Giant
Mega Knight Goblin Gang Guards Goblin Giant
Baby Dragon Electro Dragon Mega Knight
Goblin Gang Guards Electro Dragon Baby Dragon Goblin Giant Inferno Dragon
Mega Knight Baby Dragon Electro Dragon Inferno Dragon

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.)

Guards Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Goblin Giant
Guards
Baby Dragon Mega Knight
Baby Dragon Electro Dragon Goblin Giant
Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon
Goblin Gang Guards Electro Dragon
Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Mega Knight
Baby Dragon Electro Dragon Mega Knight
Baby Dragon Electro Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Mega Knight
Inferno Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Mega Knight
Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon Guards
Electro Dragon Mega Knight
Electro Dragon
Mega Knight
Goblin Gang Guards Electro Dragon
Baby Dragon Electro Dragon
Goblin Gang Baby Dragon Electro Dragon Mega Knight
Baby Dragon Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Goblin Gang Guards Baby Dragon
Electro Dragon
Electro Dragon Baby Dragon Goblin Giant Mega Knight

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