My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Skeleton Dragons Flying Machine Electro Wizard 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.

Skeleton Dragons Royal Giant Flying Machine Electro Wizard Inferno Dragon Golden Knight

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Golden 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.

Barbarians Royal Giant Flying Machine

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.

Electro Wizard Goblin Machine Golden Knight

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 Inferno Dragon
Giant Snowball
Skeleton Dragons Barbarians Flying Machine Inferno Dragon
Zap
Royal Giant Flying Machine Inferno Dragon
Barbarian Barrel
Barbarians Electro Wizard
The Log
Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Skeleton Dragons Flying Machine
Royal Delivery
Skeleton Dragons Barbarians Flying Machine Electro Wizard Inferno Dragon
Fireball
Skeleton Dragons Barbarians Flying Machine Electro Wizard Inferno Dragon
Poison
Skeleton Dragons Barbarians Flying Machine Electro Wizard
Lightning
Skeleton Dragons Electro Wizard Inferno Dragon
Rocket
Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Goblin Machine

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.

Inferno Dragon Goblin Machine

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

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.

Barbarians Electro Wizard

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 Dragons Flying Machine Electro Wizard Inferno Dragon Golden Knight Barbarians Goblin Machine Royal Giant

Shortest cycle

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

16 Skeleton Dragons Flying Machine Electro Wizard Inferno Dragon

Attack Synergies 0 6

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.

Skeleton Dragons
Royal Giant Flying Machine Inferno Dragon
Barbarians
Royal Giant
Skeleton Dragons Flying Machine Electro Wizard
Flying Machine
Skeleton Dragons Royal Giant Golden Knight
Electro Wizard
Royal Giant
Inferno Dragon
Skeleton Dragons
Goblin Machine
Golden Knight
Flying Machine

Defense Synergies 0 6

Skeleton Dragons
Barbarians Electro Wizard Inferno Dragon
Barbarians
Skeleton Dragons
Royal Giant
Flying Machine
Electro Wizard Golden Knight
Electro Wizard
Skeleton Dragons Flying Machine Inferno Dragon
Inferno Dragon
Skeleton Dragons Electro Wizard
Goblin Machine
Golden Knight
Flying Machine

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.

Skeleton Dragons Flying Machine Electro Wizard Golden Knight
Barbarians Inferno Dragon Skeleton Dragons Flying Machine Electro Wizard
Barbarians Skeleton Dragons Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Skeleton Dragons Electro Wizard
Barbarians
Skeleton Dragons Flying Machine Electro Wizard
Skeleton Dragons Electro Wizard Inferno Dragon Flying Machine
Skeleton Dragons Barbarians Flying Machine Electro Wizard Golden Knight
Barbarians Inferno Dragon
Barbarians Electro Wizard
Skeleton Dragons Barbarians Electro Wizard Flying Machine
Skeleton Dragons Inferno Dragon Flying Machine Electro Wizard
Barbarians Skeleton Dragons Flying Machine Electro Wizard
Skeleton Dragons Barbarians Electro Wizard Golden Knight
Barbarians Inferno Dragon Electro Wizard
Barbarians Electro Wizard Inferno Dragon
Barbarians Skeleton Dragons Electro Wizard
Skeleton Dragons Barbarians Flying Machine Electro Wizard Golden Knight
Skeleton Dragons Barbarians Flying Machine Electro Wizard Inferno Dragon
Barbarians Electro Wizard Inferno Dragon
Skeleton Dragons Barbarians Flying Machine Electro Wizard

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard Skeleton Dragons Flying Machine Inferno Dragon
Barbarians Electro Wizard Golden Knight
Barbarians Electro Wizard
Barbarians Inferno Dragon
Skeleton Dragons Flying Machine Electro Wizard
Barbarians Flying Machine Electro Wizard
Barbarians Inferno Dragon
Electro Wizard Skeleton Dragons Barbarians Flying Machine Inferno Dragon
Skeleton Dragons Barbarians Inferno Dragon
Inferno Dragon Barbarians Flying Machine Golden Knight
Barbarians Electro Wizard
Barbarians Golden Knight
Skeleton Dragons Barbarians Flying Machine
Barbarians Electro Wizard Skeleton Dragons Flying Machine Inferno Dragon Golden Knight
Skeleton Dragons Barbarians Flying Machine Electro Wizard Inferno Dragon Golden Knight
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.)

Skeleton Dragons Flying Machine Golden Knight
Skeleton Dragons Flying Machine Electro Wizard Golden Knight
Skeleton Dragons Flying Machine
Skeleton Dragons Barbarians Flying Machine
Skeleton Dragons
Skeleton Dragons Flying Machine Goblin Machine
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine Golden Knight
Electro Wizard
Skeleton Dragons Flying Machine Electro Wizard Goblin Machine Golden Knight
Skeleton Dragons Flying Machine
Flying Machine Skeleton Dragons Golden Knight
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine Golden Knight
Skeleton Dragons Flying Machine
Skeleton Dragons
Skeleton Dragons Flying Machine Electro Wizard Goblin Machine
Skeleton Dragons Flying Machine Goblin Machine Golden Knight
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Barbarians Flying Machine
Skeleton Dragons Goblin Machine
Inferno Dragon
Skeleton Dragons Flying Machine Electro Wizard Golden Knight
Skeleton Dragons Flying Machine Golden Knight
Skeleton Dragons Golden Knight
Skeleton Dragons Flying Machine Electro Wizard
Electro Wizard Skeleton Dragons Flying Machine
Skeleton Dragons
Skeleton Dragons Electro Wizard
Electro Wizard Barbarians Flying Machine
Skeleton Dragons Flying Machine Electro Wizard
Skeleton Dragons Flying Machine Electro Wizard
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine
Skeleton Dragons Flying Machine Electro Wizard Golden Knight
Skeleton Dragons Flying Machine Electro Wizard
Flying Machine Electro Wizard Golden Knight
Inferno Dragon
Skeleton Dragons

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