My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Machine

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Tower Electro Dragon

Defensive buildings

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

Inferno Tower X-Bow

Investments

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

Elixir Golem Electro Dragon X-Bow Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs X-Bow Electro Giant

Damage spells

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

Zap

Punishments

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

Elixir Golem Royal Hogs X-Bow 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.

Elixir Golem Royal Hogs X-Bow 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.

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
Elixir Golem Royal Hogs Skeleton Army
Giant Snowball
Royal Hogs Skeleton Army Electro Dragon
Zap
Inferno Tower Royal Hogs Skeleton Army X-Bow
Barbarian Barrel
Elixir Golem Inferno Tower Royal Hogs Skeleton Army X-Bow
The Log
Elixir Golem Royal Hogs Skeleton Army X-Bow
Earthquake
Elixir Golem Inferno Tower Royal Hogs Skeleton Army X-Bow
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Elixir Golem Royal Hogs Skeleton Army Electro Dragon
Fireball
Elixir Golem Inferno Tower Royal Hogs Skeleton Army Electro Dragon X-Bow
Poison
Elixir Golem Inferno Tower Royal Hogs Skeleton Army Electro Dragon X-Bow
Lightning
Inferno Tower Electro Dragon X-Bow
Rocket
Inferno Tower Royal Hogs Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon Electro Giant

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.

Elixir Golem Inferno Tower Skeleton Army 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.

Skeleton Army

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.

Zap Elixir Golem Skeleton Army Inferno Tower Royal Hogs Electro Dragon X-Bow Electro Giant

Shortest cycle

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

13 Zap Elixir Golem Skeleton Army Inferno Tower

Attack Synergies 1 5

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.

Zap
X-Bow Elixir Golem Royal Hogs Electro Dragon
Elixir Golem
Zap Electro Dragon
Inferno Tower
Royal Hogs
Zap
Skeleton Army
X-Bow
Electro Dragon
Zap Elixir Golem
X-Bow
Zap Skeleton Army
Electro Giant

Defense Synergies 1 8

Zap
Inferno Tower Skeleton Army Electro Dragon X-Bow
Elixir Golem
Inferno Tower
Skeleton Army Zap Electro Dragon X-Bow
Royal Hogs
Skeleton Army
Inferno Tower Zap Electro Dragon X-Bow
Electro Dragon
Zap Inferno Tower Skeleton Army
X-Bow
Zap Inferno Tower Skeleton Army
Electro Giant

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.

Zap Inferno Tower Electro Dragon X-Bow
Inferno Tower Skeleton Army Zap Electro Dragon X-Bow
Inferno Tower Skeleton Army Electro Dragon
Inferno Tower Skeleton Army Electro Dragon
Skeleton Army X-Bow
Skeleton Army Zap Electro Dragon X-Bow
Inferno Tower Zap Electro Dragon X-Bow
Zap Inferno Tower Electro Dragon X-Bow Electro Giant
Inferno Tower Skeleton Army X-Bow
Skeleton Army Inferno Tower
Skeleton Army Zap Electro Dragon X-Bow Electro Giant
Inferno Tower Zap Electro Dragon
Inferno Tower Skeleton Army Zap Electro Dragon X-Bow
Skeleton Army Zap Electro Dragon X-Bow
Inferno Tower Skeleton Army X-Bow
Inferno Tower Skeleton Army Zap X-Bow Electro Giant
Inferno Tower Skeleton Army Electro Dragon X-Bow
Zap Skeleton Army Electro Dragon X-Bow
Zap Electro Dragon
Inferno Tower
Skeleton Army Electro Dragon Electro Giant

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower X-Bow Electro Giant
Zap Electro Dragon X-Bow
Skeleton Army Zap Inferno Tower Electro Dragon
Skeleton Army Zap Inferno Tower X-Bow
Inferno Tower Skeleton Army
Electro Giant Zap Electro Dragon
Skeleton Army Inferno Tower
Inferno Tower Skeleton Army
Zap Electro Dragon Inferno Tower Skeleton Army X-Bow
Inferno Tower Skeleton Army
Inferno Tower Electro Dragon
Skeleton Army Zap Electro Giant
Skeleton Army Inferno Tower
Skeleton Army Electro Dragon Electro Giant
Inferno Tower Skeleton Army Electro Dragon Electro Giant Zap X-Bow
Zap Inferno Tower Electro Dragon Electro Giant
Inferno Tower

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.)

Electro Dragon X-Bow
Zap Electro Dragon X-Bow
Electro Dragon X-Bow
Zap
Electro Giant Zap Electro Dragon
X-Bow Zap Electro Dragon
Zap Electro Dragon X-Bow
Electro Dragon X-Bow
Zap Electro Dragon X-Bow
Zap Electro Dragon
Electro Dragon X-Bow
Zap X-Bow
X-Bow Zap Electro Dragon
Electro Dragon X-Bow
Zap Electro Dragon X-Bow
Zap Electro Dragon X-Bow Electro Giant
X-Bow
X-Bow
Zap Electro Dragon X-Bow
Zap Electro Giant Electro Dragon
X-Bow Zap Electro Dragon
Zap Electro Dragon X-Bow
Zap X-Bow
Zap Electro Dragon X-Bow Electro Giant
Zap Electro Dragon Electro Giant
Zap Electro Dragon X-Bow
Zap Electro Dragon
Zap Skeleton Army Electro Dragon X-Bow
Zap Electro Dragon
Electro Dragon
Zap Electro Dragon
Zap Electro Giant
Electro Dragon
Zap Electro Dragon Electro Giant
Zap Electro Dragon
Electro Dragon Zap X-Bow Electro Giant

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