My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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.

Baby Dragon Hunter

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.

Baby Dragon Hunter Prince Bowler Electro Giant Lava Hound Golden Knight

Offensive cards

Win conditions

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

Electro Giant Lava Hound

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.

Prince Electro Giant Golden Knight

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.

Baby Dragon Prince Electro Giant Lava Hound

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.

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
Prince Lava Hound
Giant Snowball
Baby Dragon Lava Hound
Zap
Prince Lava Hound
Barbarian Barrel
Hunter
The Log
Hunter Prince
Earthquake
Arrows
Lava Hound
Royal Delivery
Baby Dragon Hunter Prince Bowler Lava Hound
Fireball
Baby Dragon Hunter Bowler Lava Hound
Poison
Hunter Lava Hound
Lightning
Baby Dragon Hunter Prince Bowler
Rocket
Hunter Prince Bowler

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Poison Hunter Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Poison Hunter Bowler 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.

Baby Dragon Poison Prince Bowler 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.

Lava Hound

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.

Baby Dragon Poison Hunter Golden Knight Prince Bowler Electro Giant Lava Hound

Shortest cycle

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

16 Baby Dragon Poison Hunter Golden Knight

Attack Synergies 3 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.

Baby Dragon
Lava Hound Poison Prince Bowler Electro Giant
Poison
Lava Hound Baby Dragon Prince Bowler
Hunter
Prince Bowler
Prince
Baby Dragon Poison Hunter Bowler Electro Giant
Bowler
Baby Dragon Poison Hunter Prince
Electro Giant
Golden Knight Baby Dragon Prince
Lava Hound
Baby Dragon Poison
Golden Knight
Electro Giant

Defense Synergies 0 8

Baby Dragon
Prince Bowler
Poison
Hunter
Prince Bowler Golden Knight
Prince
Baby Dragon Hunter Bowler Electro Giant
Bowler
Baby Dragon Hunter Prince
Electro Giant
Prince Golden Knight
Lava Hound
Golden Knight
Hunter Electro Giant

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.

Bowler Baby Dragon Golden Knight
Hunter Prince
Hunter Prince Bowler
Hunter Prince Bowler
Poison Prince Bowler
Bowler Baby Dragon Hunter
Hunter Baby Dragon Poison
Bowler Baby Dragon Poison Electro Giant Golden Knight
Hunter Prince
Hunter Prince Bowler
Poison Baby Dragon Hunter Bowler Electro Giant
Hunter Baby Dragon Poison
Hunter Prince Bowler
Bowler Baby Dragon Poison Hunter Prince Golden Knight
Hunter Prince
Hunter Prince Bowler Electro Giant
Poison Hunter Prince Bowler
Baby Dragon Hunter Prince Bowler Golden Knight
Baby Dragon Poison Hunter Bowler
Hunter Prince
Bowler Baby Dragon Poison Hunter Prince Electro Giant

Counters to secondary win conditions

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

Prince Bowler Electro Giant
Poison Baby Dragon Hunter Prince Bowler
Hunter Prince Bowler Golden Knight
Hunter Prince Bowler
Hunter Prince Bowler
Poison Electro Giant Baby Dragon Hunter
Prince Hunter Bowler
Hunter Prince
Baby Dragon Poison Prince
Hunter Prince Bowler Golden Knight
Poison Prince Bowler Electro Giant
Prince Bowler Hunter Golden Knight
Baby Dragon Bowler Electro Giant
Electro Giant Baby Dragon Poison Hunter Prince Bowler Golden Knight
Poison Bowler Baby Dragon Hunter Electro Giant Golden Knight

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 Baby Dragon Golden Knight
Poison Baby Dragon Bowler Golden Knight
Baby Dragon Poison
Poison Prince
Poison Baby Dragon Bowler
Poison Electro Giant Baby Dragon Hunter
Baby Dragon Poison Bowler
Poison Baby Dragon Hunter Bowler
Poison Golden Knight
Poison Prince Bowler
Poison Prince Bowler Golden Knight
Poison Baby Dragon
Poison Baby Dragon Hunter Bowler Golden Knight
Baby Dragon Poison
Baby Dragon Poison Prince
Baby Dragon Poison Hunter Bowler Golden Knight
Baby Dragon Poison Bowler
Poison
Baby Dragon Poison Hunter Prince Bowler
Baby Dragon Poison Bowler Electro Giant Golden Knight
Baby Dragon Poison Prince Bowler
Poison
Prince Bowler
Baby Dragon Poison
Poison Electro Giant Baby Dragon Hunter Bowler
Poison Baby Dragon Hunter Bowler Golden Knight
Baby Dragon Poison Prince Bowler Golden Knight
Poison Baby Dragon Golden Knight
Poison Baby Dragon Hunter Electro Giant
Poison Electro Giant
Bowler
Poison Hunter
Poison
Prince
Poison Bowler
Prince
Poison Baby Dragon Hunter
Poison Baby Dragon Hunter Prince Bowler
Baby Dragon Poison Bowler
Poison Electro Giant
Prince
Electro Giant Baby Dragon Poison Bowler Golden Knight
Poison
Poison Baby Dragon Prince Bowler Electro Giant Golden Knight
Prince
Bowler

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