My Best Clash Royale Deck

Deck Check Rating

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

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!
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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Tesla Inferno Dragon

Defensive buildings

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

Cannon Tesla Goblin Cage

Investments

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

Tesla Royal Giant Elixir Golem Goblin Cage Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Fireball Void

Punishments

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

Royal Giant Elixir Golem

Pump responses

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

Fireball Void

Dropped at the bridge

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

Royal Giant Elixir Golem

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
Royal Giant Elixir Golem Inferno Dragon
Giant Snowball
Cannon Inferno Dragon
Zap
Cannon Royal Giant Inferno Dragon
Barbarian Barrel
Cannon Tesla Elixir Golem Goblin Cage
The Log
Cannon Royal Giant Elixir Golem Goblin Cage
Earthquake
Cannon Tesla Elixir Golem Goblin Cage
Arrows
Royal Delivery
Elixir Golem Goblin Cage Inferno Dragon
Fireball
Cannon Tesla Elixir Golem Goblin Cage Inferno Dragon
Poison
Cannon Elixir Golem Goblin Cage
Lightning
Cannon Tesla Goblin Cage Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Elixir Golem Inferno Dragon

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.

Royal Giant Fireball

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.

Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Elixir Golem Void Tesla Fireball Goblin Cage Inferno Dragon Royal Giant

Shortest cycle

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

13 Cannon Elixir Golem Void Tesla

Attack Synergies 1 3

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.

Cannon
Tesla
Royal Giant
Fireball Void
Elixir Golem
Fireball Inferno Dragon
Fireball
Royal Giant Elixir Golem
Goblin Cage
Void
Royal Giant
Inferno Dragon
Elixir Golem

Defense Synergies 0 6

Cannon
Fireball Inferno Dragon
Tesla
Fireball Inferno Dragon
Royal Giant
Elixir Golem
Fireball
Cannon Tesla Goblin Cage
Goblin Cage
Fireball Inferno Dragon
Void
Inferno Dragon
Cannon Tesla Goblin Cage

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.

Cannon Tesla Fireball Goblin Cage Void
Inferno Dragon Cannon Tesla Goblin Cage
Cannon Tesla Goblin Cage Void Inferno Dragon
Cannon Tesla Goblin Cage Inferno Dragon
Fireball Goblin Cage
Fireball Cannon Tesla
Tesla Inferno Dragon Cannon Fireball Goblin Cage Void
Cannon Tesla Fireball Goblin Cage Void
Cannon Tesla Inferno Dragon Goblin Cage
Cannon Tesla
Cannon Tesla Fireball
Tesla Inferno Dragon Fireball
Cannon Tesla Goblin Cage Fireball
Fireball Cannon Tesla Goblin Cage
Inferno Dragon Cannon Tesla Goblin Cage
Cannon Tesla Fireball Goblin Cage Inferno Dragon
Tesla Cannon Fireball Goblin Cage
Cannon Tesla Fireball Goblin Cage
Goblin Cage Cannon Tesla Fireball Inferno Dragon
Cannon Tesla Goblin Cage Inferno Dragon
Cannon Tesla Fireball

Counters to secondary win conditions

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

Tesla Fireball Goblin Cage Void
Fireball Void Tesla Inferno Dragon
Goblin Cage
Tesla Fireball Goblin Cage
Cannon Tesla Goblin Cage Inferno Dragon
Fireball Tesla
Tesla Fireball Goblin Cage Void
Tesla Goblin Cage Inferno Dragon
Goblin Cage Void Fireball Inferno Dragon
Cannon Tesla Goblin Cage Inferno Dragon
Inferno Dragon Tesla Goblin Cage
Fireball Goblin Cage Void
Cannon Tesla Fireball Goblin Cage
Cannon Tesla Fireball Goblin Cage
Tesla Fireball Goblin Cage Inferno Dragon
Cannon Tesla Fireball Goblin Cage Inferno Dragon
Cannon Fireball Goblin Cage Void

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.)

Fireball Void
Fireball Void
Fireball Void
Fireball Void
Fireball
Fireball
Fireball
Fireball Void
Fireball Void
Void Fireball
Fireball Void
Fireball Void
Fireball Void
Fireball
Fireball
Fireball
Fireball
Void Fireball
Fireball
Fireball Void
Fireball Void
Void
Fireball Void
Fireball
Inferno Dragon
Fireball Void
Fireball Void
Fireball Void
Fireball
Fireball Void
Fireball Void
Void Fireball
Void Fireball
Fireball
Fireball Void
Fireball
Fireball
Fireball Void
Fireball
Void Fireball
Fireball
Fireball Void
Void Fireball

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