My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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 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.

Hunter Giant Skeleton Electro Wizard Lumberjack Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Rocket Void

Punishments

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

Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton Lumberjack 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 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
Skeleton Army Giant Skeleton Lava Hound
Giant Snowball
Skeleton Army Lumberjack Lava Hound
Zap
Skeleton Army Lava Hound
Barbarian Barrel
Skeleton Army Hunter Giant Skeleton Electro Wizard Lumberjack
The Log
Skeleton Army Hunter Giant Skeleton Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army Lava Hound
Royal Delivery
Skeleton Army Hunter Giant Skeleton Electro Wizard Lumberjack Lava Hound
Fireball
Skeleton Army Hunter Electro Wizard Lumberjack Lava Hound
Poison
Skeleton Army Hunter Electro Wizard Lava Hound
Lightning
Hunter Electro Wizard Lumberjack
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Hunter

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.

Rocket 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.

Electro Wizard 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.

Skeleton Army Void Hunter Electro Wizard Lumberjack Rocket Giant Skeleton Lava Hound

Shortest cycle

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

14 Skeleton Army Void Hunter Electro Wizard

Attack Synergies 0 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.

Rocket
Lava Hound
Skeleton Army
Lava Hound
Void
Lava Hound
Hunter
Giant Skeleton Lumberjack
Giant Skeleton
Hunter Electro Wizard Lumberjack
Electro Wizard
Giant Skeleton Lumberjack
Lumberjack
Hunter Giant Skeleton Electro Wizard Lava Hound
Lava Hound
Rocket Skeleton Army Void Lumberjack

Defense Synergies 0 9

Rocket
Skeleton Army
Giant Skeleton Electro Wizard Lumberjack
Void
Hunter
Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Skeleton Army Hunter Electro Wizard Lumberjack
Electro Wizard
Skeleton Army Hunter Giant Skeleton Lumberjack
Lumberjack
Skeleton Army Hunter Giant Skeleton Electro Wizard
Lava Hound

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 Void Electro Wizard
Skeleton Army Hunter Lumberjack Electro Wizard
Rocket Skeleton Army Hunter Lumberjack Void Giant Skeleton Electro Wizard
Skeleton Army Hunter Lumberjack Electro Wizard
Rocket Skeleton Army Giant Skeleton Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Rocket Hunter Electro Wizard Void
Rocket Void Giant Skeleton Electro Wizard
Hunter Skeleton Army Lumberjack
Skeleton Army Hunter Giant Skeleton Electro Wizard Lumberjack
Skeleton Army Electro Wizard Hunter Giant Skeleton Lumberjack
Hunter Electro Wizard
Skeleton Army Hunter Lumberjack Rocket Giant Skeleton Electro Wizard
Rocket Skeleton Army Hunter Electro Wizard Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Rocket Skeleton Army Hunter Electro Wizard Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Hunter Giant Skeleton Electro Wizard Lumberjack
Hunter Electro Wizard Lumberjack
Skeleton Army Hunter Giant Skeleton Electro Wizard Lumberjack
Skeleton Army Hunter Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Void Giant Skeleton Electro Wizard
Void Electro Wizard Rocket Hunter Lumberjack
Skeleton Army Giant Skeleton Lumberjack Rocket Hunter Electro Wizard
Rocket Skeleton Army Hunter Giant Skeleton Lumberjack Electro Wizard
Giant Skeleton Skeleton Army Hunter Lumberjack
Rocket Hunter Electro Wizard
Rocket Skeleton Army Void Hunter Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Skeleton Army Hunter Lumberjack
Rocket Void Giant Skeleton Electro Wizard Skeleton Army
Skeleton Army
Hunter Giant Skeleton Lumberjack
Rocket Skeleton Army Void Giant Skeleton Electro Wizard
Rocket Skeleton Army Giant Skeleton Hunter Lumberjack
Skeleton Army
Skeleton Army Electro Wizard Rocket Hunter Giant Skeleton Lumberjack
Hunter Giant Skeleton Electro Wizard
Void 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.)

Void Rocket Giant Skeleton
Void Electro Wizard
Rocket Void Giant Skeleton
Rocket Void Giant Skeleton
Rocket
Rocket Hunter
Hunter
Void
Rocket Void Electro Wizard Lumberjack
Rocket Void Electro Wizard
Void Rocket
Rocket Void Hunter
Rocket Void
Rocket Hunter
Rocket
Rocket
Rocket
Rocket Void Hunter Electro Wizard
Rocket Void
Rocket Void Giant Skeleton
Rocket Void
Rocket Void
Rocket Void
Hunter
Void Hunter Electro Wizard
Void
Rocket Void
Void Hunter Electro Wizard
Rocket Electro Wizard Void
Void
Void Rocket Hunter
Rocket Void Electro Wizard
Giant Skeleton
Rocket
Electro Wizard Rocket Skeleton Army Void
Rocket Hunter Electro Wizard
Void Rocket Hunter Electro Wizard Lumberjack
Rocket Void Giant Skeleton
Rocket Giant Skeleton Electro Wizard
Rocket Void Electro Wizard
Void Rocket Giant Skeleton Electro Wizard
Rocket Void
Void

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