My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Skeleton Dragons Electro Dragon 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.

Skeleton Dragons Rune Giant Electro Dragon Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Rune Giant Lava Hound

Damage spells

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

Zap

Pump responses

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

Missing

Dropped at the bridge

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

Goblins Rune 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.

Electro Dragon

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
Inferno Dragon Lava Hound
Giant Snowball
Goblins Skeleton Dragons Electro Dragon Inferno Dragon Lava Hound
Zap
Goblins Inferno Dragon Lava Hound
Barbarian Barrel
Goblins
The Log
Goblins
Earthquake
Arrows
Goblins Skeleton Dragons Lava Hound
Royal Delivery
Goblins Skeleton Dragons Electro Dragon Inferno Dragon Lava Hound
Fireball
Skeleton Dragons Electro Dragon Inferno Dragon Lava Hound
Poison
Skeleton Dragons Electro Dragon Lava Hound
Lightning
Skeleton Dragons Electro Dragon Inferno Dragon
Rocket
Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Skeleton Dragons Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Skeleton Dragons Electro 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.

Rune Giant Inferno Dragon

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Berserker Skeleton Dragons Rune Giant Inferno Dragon Electro Dragon Lava Hound

Shortest cycle

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

10 Goblins Zap Berserker Skeleton Dragons

Attack Synergies 5 6

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.

Goblins
Zap
Zap
Goblins Skeleton Dragons Electro Dragon Lava Hound
Berserker
Rune Giant
Skeleton Dragons
Lava Hound Zap Inferno Dragon
Rune Giant
Berserker Inferno Dragon
Electro Dragon
Lava Hound Zap Inferno Dragon
Inferno Dragon
Rune Giant Lava Hound Skeleton Dragons Electro Dragon
Lava Hound
Skeleton Dragons Electro Dragon Inferno Dragon Zap

Defense Synergies 1 8

Goblins
Zap Skeleton Dragons Electro Dragon
Zap
Skeleton Dragons Goblins Electro Dragon Inferno Dragon
Berserker
Skeleton Dragons
Zap Goblins Electro Dragon Inferno Dragon
Rune Giant
Electro Dragon
Goblins Zap Skeleton Dragons Inferno Dragon
Inferno Dragon
Zap Skeleton Dragons Electro Dragon
Lava Hound

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.

Zap Skeleton Dragons Electro Dragon
Inferno Dragon Goblins Zap Skeleton Dragons Electro Dragon
Goblins Skeleton Dragons Electro Dragon Inferno Dragon
Inferno Dragon Goblins Skeleton Dragons Electro Dragon
Goblins Zap Skeleton Dragons Electro Dragon
Skeleton Dragons Inferno Dragon Zap Electro Dragon
Zap Skeleton Dragons Electro Dragon
Inferno Dragon Goblins
Goblins
Goblins Berserker Skeleton Dragons Zap Electro Dragon
Skeleton Dragons Inferno Dragon Zap Electro Dragon
Zap Skeleton Dragons Electro Dragon
Goblins Zap Skeleton Dragons Electro Dragon
Inferno Dragon
Zap Inferno Dragon
Goblins Skeleton Dragons Electro Dragon
Goblins Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon Inferno Dragon
Inferno Dragon
Skeleton Dragons Goblins Electro Dragon
Inferno Dragon

Counters to secondary win conditions

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

Goblins Zap
Zap Skeleton Dragons Electro Dragon Inferno Dragon
Goblins Zap Electro Dragon
Zap
Inferno Dragon
Skeleton Dragons Zap Electro Dragon
Goblins
Inferno Dragon
Zap Electro Dragon Goblins Skeleton Dragons Inferno Dragon
Skeleton Dragons Inferno Dragon
Inferno Dragon Electro Dragon
Zap
Skeleton Dragons Electro Dragon
Electro Dragon Goblins Zap Skeleton Dragons Inferno Dragon
Zap Skeleton Dragons Electro Dragon Inferno Dragon
Zap

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.)

Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Skeleton Dragons Electro Dragon
Skeleton Dragons
Zap Skeleton Dragons
Skeleton Dragons Zap Electro Dragon
Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Goblins Electro Dragon
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Skeleton Dragons
Skeleton Dragons Electro Dragon
Zap Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Skeleton Dragons Electro Dragon
Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Skeleton Dragons
Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Inferno Dragon
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Zap Electro Dragon Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Zap Electro Dragon
Zap Skeleton Dragons Electro Dragon
Skeleton Dragons Electro Dragon
Zap Skeleton Dragons Electro Dragon
Zap
Skeleton Dragons Electro Dragon
Zap Electro Dragon Skeleton Dragons
Zap Skeleton Dragons Electro Dragon
Electro Dragon Zap
Inferno Dragon
Skeleton Dragons Electro Dragon

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