My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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 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 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.

Electro Dragon

Defensive buildings

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

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.

Goblin Cage Giant Electro Dragon Giant Skeleton Skeleton King

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Void

Punishments

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

Hog Rider Giant

Pump responses

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

Void

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 Giant Skeleton Skeleton King

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 Electro Dragon 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 Guards Giant Skeleton Skeleton King
Giant Snowball
Hog Rider Guards Electro Dragon Skeleton King
Zap
Guards Skeleton King
Barbarian Barrel
Goblin Cage Guards Giant Skeleton Skeleton King
The Log
Goblin Cage Hog Rider Guards Giant Skeleton Skeleton King
Earthquake
Goblin Cage Hog Rider Guards Skeleton King
Arrows
Guards Skeleton King
Royal Delivery
Goblin Cage Hog Rider Guards Electro Dragon Giant Skeleton Skeleton King
Fireball
Goblin Cage Hog Rider Electro Dragon Skeleton King
Poison
Goblin Cage Guards Electro Dragon Skeleton King
Lightning
Goblin Cage Electro Dragon Skeleton King
Rocket
Hog Rider Electro Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon Skeleton King

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.

Guards Giant Skeleton

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.

Guards Void Goblin Cage Hog Rider Skeleton King Giant Electro Dragon Giant Skeleton

Shortest cycle

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

14 Guards Void Goblin Cage Hog Rider

Attack Synergies 1 10

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.

Goblin Cage
Hog Rider Giant Giant Skeleton
Hog Rider
Goblin Cage Giant Guards Void Giant Skeleton
Giant
Electro Dragon Goblin Cage Hog Rider Guards Void
Guards
Hog Rider Giant
Void
Hog Rider Giant
Electro Dragon
Giant Giant Skeleton
Giant Skeleton
Goblin Cage Hog Rider Electro Dragon
Skeleton King

Defense Synergies 0 5

Goblin Cage
Guards Electro Dragon
Hog Rider
Giant
Guards
Goblin Cage Electro Dragon Giant Skeleton
Void
Electro Dragon
Goblin Cage Guards Giant Skeleton
Giant Skeleton
Guards Electro Dragon
Skeleton King

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.

Goblin Cage Void Electro Dragon
Goblin Cage Electro Dragon
Goblin Cage Void Electro Dragon Giant Skeleton
Goblin Cage Guards Electro Dragon Skeleton King
Goblin Cage Giant Skeleton
Guards Electro Dragon
Goblin Cage Void Electro Dragon
Goblin Cage Void Electro Dragon Giant Skeleton
Goblin Cage Skeleton King
Guards Giant Skeleton
Guards Electro Dragon Giant Skeleton Skeleton King
Electro Dragon
Goblin Cage Guards Electro Dragon Giant Skeleton
Goblin Cage Guards Electro Dragon Skeleton King
Goblin Cage Skeleton King
Goblin Cage
Goblin Cage Electro Dragon
Goblin Cage Guards Electro Dragon
Goblin Cage Guards Electro Dragon Giant Skeleton
Goblin Cage
Guards Electro Dragon Giant Skeleton

Counters to secondary win conditions

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

Guards Goblin Cage Void Giant Skeleton
Void Electro Dragon
Guards Giant Skeleton Goblin Cage Electro Dragon
Guards Giant Skeleton Goblin Cage
Giant Skeleton Goblin Cage Guards
Electro Dragon
Guards Goblin Cage Void Giant Skeleton
Giant Skeleton Goblin Cage
Goblin Cage Void Electro Dragon Giant Skeleton
Goblin Cage Guards
Goblin Cage Guards Electro Dragon Giant Skeleton
Goblin Cage Guards Void Giant Skeleton
Giant Skeleton Goblin Cage Guards Skeleton King
Goblin Cage Electro Dragon
Guards Electro Dragon Goblin Cage Giant Skeleton Skeleton King
Goblin Cage Electro Dragon Giant Skeleton Skeleton King
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.)

Void Guards Electro Dragon Giant Skeleton
Void Electro Dragon
Void Electro Dragon Giant Skeleton
Guards Void Giant Skeleton
Electro Dragon
Electro Dragon
Void Electro Dragon
Guards Void Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void
Void Electro Dragon
Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void Giant Skeleton
Void
Void
Void Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void
Void Electro Dragon
Electro Dragon Guards Void
Void
Void Electro Dragon
Void Electro Dragon
Giant Skeleton
Guards Void Electro Dragon
Electro Dragon
Void Electro Dragon
Electro Dragon Skeleton King
Void Giant Skeleton
Electro Dragon
Electro Dragon Guards Giant Skeleton Skeleton King
Void Electro Dragon
Void Electro Dragon Giant Skeleton
Void Electro Dragon
Void

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