My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

Wizard

Defensive buildings

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

Tombstone 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.

Tombstone Goblin Cage Giant Wizard Prince Giant Skeleton Electro Giant

Offensive cards

Win conditions

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

Hog Rider Giant Electro 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.

Hog Rider Giant Prince 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.

Hog Rider Giant Prince Giant Skeleton 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.

Hog Rider Giant Skeleton

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
Hog Rider Giant Prince Giant Skeleton
Giant Snowball
Tombstone Hog Rider
Zap
Tombstone Prince
Barbarian Barrel
Tombstone Goblin Cage Wizard Giant Skeleton
The Log
Tombstone Goblin Cage Hog Rider Prince Giant Skeleton
Earthquake
Tombstone Goblin Cage Hog Rider
Arrows
Tombstone
Royal Delivery
Goblin Cage Hog Rider Wizard Prince Giant Skeleton
Fireball
Tombstone Goblin Cage Hog Rider Wizard
Poison
Tombstone Goblin Cage Wizard
Lightning
Tombstone Goblin Cage Wizard Prince
Rocket
Hog Rider Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant

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.

Tombstone Prince Giant Skeleton Electro 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Tombstone Goblin Cage Hog Rider Giant Wizard Prince Giant Skeleton Electro Giant

Shortest cycle

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

16 Tombstone Goblin Cage Hog Rider Giant

Attack Synergies 1 11

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.

Tombstone
Goblin Cage
Hog Rider Giant Giant Skeleton
Hog Rider
Goblin Cage Giant Wizard Prince Giant Skeleton
Giant
Prince Goblin Cage Hog Rider Wizard
Wizard
Hog Rider Giant Prince Giant Skeleton
Prince
Giant Hog Rider Wizard Electro Giant
Giant Skeleton
Goblin Cage Hog Rider Wizard
Electro Giant
Prince

Defense Synergies 0 8

Tombstone
Wizard Prince
Goblin Cage
Wizard Prince Electro Giant
Hog Rider
Giant
Wizard
Tombstone Goblin Cage Prince Giant Skeleton
Prince
Tombstone Goblin Cage Wizard Electro Giant
Giant Skeleton
Wizard
Electro Giant
Goblin Cage Prince

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.

Tombstone Goblin Cage Wizard
Tombstone Goblin Cage Prince
Goblin Cage Prince Tombstone Giant Skeleton
Goblin Cage Prince Tombstone
Tombstone Goblin Cage Prince Giant Skeleton
Tombstone Goblin Cage Wizard
Goblin Cage Giant Skeleton Electro Giant
Tombstone Goblin Cage Prince
Prince Giant Skeleton
Tombstone Wizard Giant Skeleton Electro Giant
Wizard
Tombstone Goblin Cage Prince Wizard Giant Skeleton
Wizard Tombstone Goblin Cage Prince
Tombstone Goblin Cage Prince
Goblin Cage Prince Electro Giant
Wizard Tombstone Goblin Cage Prince
Tombstone Goblin Cage Wizard Prince
Goblin Cage Wizard Tombstone Giant Skeleton
Goblin Cage Prince
Wizard Prince Giant Skeleton Electro Giant

Counters to secondary win conditions

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

Tombstone Goblin Cage Prince Giant Skeleton Electro Giant
Wizard Prince
Tombstone Giant Skeleton Goblin Cage Prince
Prince Giant Skeleton Goblin Cage
Giant Skeleton Tombstone Goblin Cage Prince
Wizard Electro Giant
Prince Tombstone Goblin Cage Giant Skeleton
Giant Skeleton Goblin Cage Prince
Goblin Cage Giant Skeleton Tombstone Prince
Tombstone Goblin Cage
Tombstone Goblin Cage Prince Giant Skeleton
Goblin Cage Prince Giant Skeleton Electro Giant
Prince Giant Skeleton Tombstone Goblin Cage Wizard
Wizard Goblin Cage Electro Giant
Tombstone Electro Giant Goblin Cage Prince Giant Skeleton
Goblin Cage Wizard Giant Skeleton Electro Giant
Tombstone Goblin Cage

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.)

Giant Skeleton
Giant Skeleton
Prince Giant Skeleton
Wizard
Wizard Electro Giant
Wizard
Wizard
Wizard
Prince
Wizard Prince
Wizard
Prince
Wizard
Wizard
Wizard Prince
Wizard Electro Giant
Prince Giant Skeleton
Wizard
Prince
Electro Giant Wizard
Wizard
Wizard Prince
Wizard Electro Giant
Wizard Electro Giant
Wizard
Prince Giant Skeleton
Wizard
Tombstone Prince
Wizard
Wizard Prince
Wizard
Giant Skeleton Electro Giant
Prince
Electro Giant Giant Skeleton
Prince Giant Skeleton Electro Giant
Prince
Wizard

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