My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Great!

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.

Firecracker Dart Goblin Electro Wizard

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.

Firecracker Royal Giant Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rocket

Punishments

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

Royal Giant Elite Barbarians

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Royal Giant Elite Barbarians Dart Goblin Giant Skeleton

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.

Firecracker Elite Barbarians Giant Skeleton 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 Elite Barbarians Giant Skeleton
Giant Snowball
Barbarians Dart Goblin
Zap
Firecracker Royal Giant Dart Goblin
Barbarian Barrel
Firecracker Barbarians Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard
The Log
Firecracker Barbarians Royal Giant Elite Barbarians Dart Goblin Giant Skeleton
Earthquake
Firecracker Barbarians
Arrows
Firecracker Dart Goblin
Royal Delivery
Firecracker Barbarians Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard
Fireball
Firecracker Barbarians Elite Barbarians Dart Goblin Electro Wizard
Poison
Firecracker Barbarians Dart Goblin Electro Wizard
Lightning
Elite Barbarians Electro Wizard
Rocket
Barbarians Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket

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.

Rocket Giant Skeleton

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 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.

Barbarians Dart Goblin 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Dart Goblin Electro Wizard Barbarians Royal Giant Elite Barbarians Rocket Giant Skeleton

Shortest cycle

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

15 Firecracker Dart Goblin Electro Wizard Barbarians

Attack Synergies 2 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.

Firecracker
Royal Giant Elite Barbarians Dart Goblin Giant Skeleton
Barbarians
Royal Giant
Firecracker Dart Goblin Elite Barbarians Rocket Giant Skeleton Electro Wizard
Elite Barbarians
Firecracker Royal Giant Dart Goblin
Dart Goblin
Royal Giant Firecracker Elite Barbarians Giant Skeleton
Rocket
Royal Giant
Giant Skeleton
Firecracker Royal Giant Dart Goblin Electro Wizard
Electro Wizard
Royal Giant Giant Skeleton

Defense Synergies 0 7

Firecracker
Dart Goblin Giant Skeleton Electro Wizard
Barbarians
Royal Giant
Elite Barbarians
Dart Goblin
Dart Goblin
Firecracker Elite Barbarians Giant Skeleton Electro Wizard
Rocket
Giant Skeleton
Firecracker Dart Goblin Electro Wizard
Electro Wizard
Firecracker Dart Goblin Giant Skeleton

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.

Rocket Firecracker Dart Goblin Electro Wizard
Barbarians Elite Barbarians Firecracker Dart Goblin Electro Wizard
Barbarians Rocket Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard
Barbarians Elite Barbarians Firecracker Dart Goblin Electro Wizard
Firecracker Barbarians Elite Barbarians Rocket Giant Skeleton
Firecracker Dart Goblin Electro Wizard
Dart Goblin Rocket Electro Wizard Firecracker
Rocket Barbarians Dart Goblin Giant Skeleton Electro Wizard
Barbarians Elite Barbarians
Elite Barbarians Firecracker Barbarians Dart Goblin Giant Skeleton Electro Wizard
Barbarians Dart Goblin Electro Wizard Firecracker Giant Skeleton
Firecracker Dart Goblin Electro Wizard
Barbarians Elite Barbarians Rocket Giant Skeleton Electro Wizard
Rocket Firecracker Barbarians Dart Goblin Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Rocket Elite Barbarians Electro Wizard
Barbarians Firecracker Elite Barbarians Electro Wizard
Firecracker Barbarians Elite Barbarians Dart Goblin Electro Wizard
Firecracker Barbarians Dart Goblin Giant Skeleton Electro Wizard
Barbarians Elite Barbarians Dart Goblin Electro Wizard
Firecracker Barbarians Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Barbarians Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard Firecracker Elite Barbarians Rocket
Barbarians Giant Skeleton Elite Barbarians Rocket Electro Wizard
Rocket Giant Skeleton Barbarians Elite Barbarians Electro Wizard
Barbarians Giant Skeleton Elite Barbarians
Firecracker Rocket Dart Goblin Electro Wizard
Rocket Barbarians Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard
Giant Skeleton Barbarians Elite Barbarians
Rocket Giant Skeleton Electro Wizard Firecracker Barbarians Elite Barbarians
Barbarians Dart Goblin
Barbarians Elite Barbarians Dart Goblin Giant Skeleton
Rocket Barbarians Elite Barbarians Giant Skeleton Electro Wizard
Barbarians Elite Barbarians Rocket Giant Skeleton
Firecracker Barbarians Dart Goblin
Barbarians Elite Barbarians Electro Wizard Firecracker Dart Goblin Rocket Giant Skeleton
Firecracker Barbarians Elite Barbarians Dart Goblin Giant Skeleton Electro Wizard
Electro Wizard

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.)

Firecracker Dart Goblin Rocket Giant Skeleton
Firecracker Dart Goblin Electro Wizard
Rocket Dart Goblin Giant Skeleton
Firecracker Barbarians Dart Goblin Rocket Giant Skeleton
Rocket Firecracker
Firecracker Dart Goblin Rocket
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin
Rocket Elite Barbarians Electro Wizard
Firecracker Rocket Dart Goblin Electro Wizard
Firecracker Dart Goblin Rocket
Rocket Firecracker Elite Barbarians Dart Goblin
Firecracker Dart Goblin Rocket
Firecracker Elite Barbarians Dart Goblin
Rocket Firecracker Dart Goblin
Firecracker Dart Goblin Rocket
Rocket
Rocket
Rocket Firecracker Dart Goblin Electro Wizard
Rocket Firecracker Dart Goblin
Rocket Giant Skeleton
Rocket
Rocket
Rocket Barbarians
Firecracker
Firecracker Dart Goblin Electro Wizard
Rocket Firecracker Dart Goblin
Elite Barbarians Firecracker Dart Goblin Electro Wizard
Rocket Electro Wizard Firecracker Dart Goblin
Elite Barbarians
Dart Goblin Rocket
Rocket Firecracker Electro Wizard
Giant Skeleton
Rocket Firecracker
Electro Wizard Barbarians Dart Goblin Rocket
Rocket Firecracker Dart Goblin Electro Wizard
Firecracker Dart Goblin Rocket Electro Wizard
Firecracker Dart Goblin
Rocket Giant Skeleton
Firecracker Elite Barbarians Dart Goblin
Firecracker Elite Barbarians Dart Goblin Rocket Giant Skeleton Electro Wizard
Firecracker Dart Goblin Rocket Electro Wizard
Firecracker Dart Goblin Rocket Giant Skeleton Electro Wizard
Firecracker Dart Goblin Rocket

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