My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

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.

Skeletons Ice Spirit Bats Elixir Golem Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Poison

Punishments

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

Elite Barbarians Elixir Golem Electro Giant

Pump responses

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

Poison

Dropped at the bridge

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

Ice Spirit Elite Barbarians Elixir Golem 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.

Elite Barbarians Goblin Machine

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
Skeletons Bats Elite Barbarians Elixir Golem
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Ice Spirit Elite Barbarians Elixir Golem
The Log
Skeletons Ice Spirit Elite Barbarians Elixir Golem
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Ice Spirit Bats
Royal Delivery
Skeletons Ice Spirit Bats Elite Barbarians Elixir Golem
Fireball
Elite Barbarians Elixir Golem
Poison
Bats Elixir Golem
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Poison Electro Giant Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Poison Electro Giant Goblin Machine

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.

Ice Spirit Bats Elixir Golem Poison Electro Giant 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.

Elite Barbarians

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.

Ice Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats Elixir Golem Poison Goblin Machine Elite Barbarians Electro Giant

Shortest cycle

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

7 Skeletons Ice Spirit Bats Elixir Golem

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.

Skeletons
Ice Spirit
Bats Elite Barbarians Elixir Golem
Bats
Ice Spirit Elite Barbarians Elixir Golem
Elite Barbarians
Ice Spirit Bats
Elixir Golem
Poison Ice Spirit Bats
Poison
Elixir Golem
Electro Giant
Goblin Machine

Defense Synergies 0 7

Skeletons
Ice Spirit Bats Elite Barbarians Poison
Ice Spirit
Skeletons Bats Elite Barbarians Poison
Bats
Skeletons Ice Spirit
Elite Barbarians
Skeletons Ice Spirit
Elixir Golem
Poison
Skeletons Ice Spirit
Electro Giant
Goblin 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.

Elite Barbarians Skeletons Ice Spirit Bats
Skeletons Bats Elite Barbarians
Elite Barbarians Skeletons Bats
Elite Barbarians Poison
Skeletons Bats
Bats Ice Spirit Poison
Poison Electro Giant
Skeletons Elite Barbarians
Elite Barbarians Skeletons Ice Spirit
Bats Poison Skeletons Electro Giant
Bats Poison
Skeletons Ice Spirit Bats Elite Barbarians
Ice Spirit Bats Poison
Elite Barbarians
Ice Spirit Elite Barbarians Electro Giant
Skeletons Bats Elite Barbarians Poison
Ice Spirit Bats Elite Barbarians
Poison Ice Spirit Bats
Elite Barbarians
Bats Elite Barbarians Poison Electro Giant

Counters to secondary win conditions

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

Skeletons Elite Barbarians Electro Giant
Poison Elite Barbarians
Skeletons Ice Spirit Bats Elite Barbarians
Bats Elite Barbarians
Skeletons Elite Barbarians
Poison Electro Giant Skeletons Ice Spirit Bats
Skeletons Bats Elite Barbarians
Elite Barbarians
Skeletons Ice Spirit Bats Elite Barbarians Poison
Skeletons
Bats Elite Barbarians
Elite Barbarians Poison Electro Giant
Elite Barbarians Skeletons
Electro Giant
Elite Barbarians Electro Giant Skeletons Ice Spirit Bats Poison
Bats Poison Elite Barbarians Electro Giant

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.)

Poison
Poison
Poison
Poison
Poison
Poison Electro Giant Ice Spirit Bats Goblin Machine
Poison
Poison Ice Spirit
Poison
Bats Elite Barbarians Poison
Poison Goblin Machine
Poison
Poison Elite Barbarians
Poison
Elite Barbarians Poison
Poison
Poison
Poison
Bats
Poison Goblin Machine
Poison Electro Giant Goblin Machine
Poison
Poison
Poison
Poison Electro Giant Ice Spirit Goblin Machine
Poison
Poison
Poison
Elite Barbarians Poison Bats Electro Giant
Ice Spirit Bats Poison Electro Giant
Elite Barbarians
Poison
Ice Spirit Poison
Poison
Ice Spirit Bats
Poison
Poison
Poison
Poison Electro Giant
Elite Barbarians
Electro Giant Ice Spirit Bats Elite Barbarians Poison
Bats Poison
Poison Electro Giant

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