My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Baby Dragon 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.

Royal Giant Battle Ram Giant Baby Dragon Prince Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Battle Ram Giant

Damage spells

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

Earthquake

Punishments

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

Royal Giant Battle Ram Giant Prince

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Battle Ram Giant Baby Dragon Prince

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

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 Battle Ram Giant Prince Inferno Dragon
Giant Snowball
Battle Ram Baby Dragon Inferno Dragon
Zap
Royal Giant Battle Ram Prince Inferno Dragon
Barbarian Barrel
Battle Ram Electro Wizard
The Log
Royal Giant Battle Ram Prince
Earthquake
Arrows
Royal Delivery
Battle Ram Baby Dragon Prince Electro Wizard Inferno Dragon
Fireball
Battle Ram Baby Dragon Electro Wizard Inferno Dragon
Poison
Electro Wizard
Lightning
Battle Ram Baby Dragon Prince Electro Wizard Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Baby Dragon

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.

Battle Ram Baby Dragon Prince 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

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

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.

Earthquake Battle Ram Baby Dragon Electro Wizard Inferno Dragon Giant Prince Royal Giant

Shortest cycle

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

15 Earthquake Battle Ram Baby Dragon Electro Wizard

Attack Synergies 3 12

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.

Royal Giant
Earthquake Baby Dragon Electro Wizard
Earthquake
Royal Giant Giant Battle Ram Prince
Battle Ram
Earthquake Baby Dragon Electro Wizard
Giant
Earthquake Prince Baby Dragon Electro Wizard
Baby Dragon
Royal Giant Battle Ram Giant Prince Electro Wizard Inferno Dragon
Prince
Giant Earthquake Baby Dragon Electro Wizard
Electro Wizard
Royal Giant Battle Ram Giant Baby Dragon Prince
Inferno Dragon
Baby Dragon

Defense Synergies 0 4

Royal Giant
Earthquake
Battle Ram
Giant
Baby Dragon
Prince Inferno Dragon
Prince
Baby Dragon Electro Wizard
Electro Wizard
Prince Inferno Dragon
Inferno Dragon
Baby Dragon Electro Wizard

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.

Earthquake Baby Dragon Electro Wizard
Inferno Dragon Prince Electro Wizard
Prince Electro Wizard Inferno Dragon
Prince Inferno Dragon Electro Wizard
Earthquake Prince
Earthquake Baby Dragon Electro Wizard
Electro Wizard Inferno Dragon Baby Dragon
Earthquake Baby Dragon Electro Wizard
Inferno Dragon Prince
Prince Electro Wizard
Electro Wizard Earthquake Baby Dragon
Inferno Dragon Baby Dragon Electro Wizard
Prince Earthquake Electro Wizard
Earthquake Baby Dragon Prince Electro Wizard
Inferno Dragon Prince Electro Wizard
Prince Electro Wizard Inferno Dragon
Prince Electro Wizard
Baby Dragon Prince Electro Wizard
Earthquake Baby Dragon Electro Wizard Inferno Dragon
Prince Electro Wizard Inferno Dragon
Earthquake Baby Dragon Prince Electro Wizard

Counters to secondary win conditions

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

Prince Electro Wizard
Electro Wizard Baby Dragon Prince Inferno Dragon
Prince Electro Wizard
Prince Electro Wizard
Prince Inferno Dragon
Baby Dragon Electro Wizard
Prince Electro Wizard
Prince Inferno Dragon
Electro Wizard Baby Dragon Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Prince
Prince Electro Wizard
Prince
Baby Dragon
Electro Wizard Baby Dragon Prince Inferno Dragon
Earthquake Baby Dragon Electro Wizard Inferno Dragon

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.)

Earthquake Baby Dragon
Baby Dragon Electro Wizard
Earthquake Baby Dragon
Earthquake Prince
Earthquake Baby Dragon
Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Prince Electro Wizard
Earthquake Prince Electro Wizard
Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Baby Dragon Prince
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake
Earthquake Baby Dragon Prince Electro Wizard
Earthquake Baby Dragon
Earthquake Baby Dragon Prince
Prince
Earthquake Baby Dragon
Earthquake Baby Dragon
Inferno Dragon
Earthquake Baby Dragon Electro Wizard
Baby Dragon Prince
Baby Dragon
Baby Dragon Electro Wizard
Electro Wizard
Earthquake
Electro Wizard
Prince
Earthquake
Earthquake Electro Wizard Prince
Baby Dragon Electro Wizard
Baby Dragon Prince Electro Wizard
Earthquake Baby Dragon
Prince
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Prince Electro Wizard

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