My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 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 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 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.

Electro Dragon 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.

Balloon Electro Dragon Giant Skeleton Electro Giant Bandit Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Hog Rider Balloon Electro Giant

Damage spells

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

Missing

Punishments

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

Hog Rider Balloon Electro Giant Bandit

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.

Hog Rider Balloon Giant Skeleton Electro Giant Bandit

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 Balloon Electro Dragon Giant Skeleton Bandit 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
Hog Rider Balloon Giant Skeleton Bandit
Giant Snowball
Hog Rider Balloon Electro Dragon
Zap
Balloon Bandit
Barbarian Barrel
Giant Skeleton Bandit Electro Wizard
The Log
Hog Rider Giant Skeleton Bandit
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Balloon Electro Dragon Giant Skeleton Bandit Electro Wizard
Fireball
Hog Rider Balloon Electro Dragon Bandit Electro Wizard
Poison
Balloon Electro Dragon Electro Wizard
Lightning
Balloon Electro Dragon Bandit Electro Wizard Goblinstein
Rocket
Hog Rider Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon 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.

Giant Skeleton 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bandit Hog Rider Electro Wizard Balloon Electro Dragon Goblinstein Giant Skeleton Electro Giant

Shortest cycle

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

16 Bandit Hog Rider Electro Wizard Balloon

Attack Synergies 0 12

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.

Hog Rider
Balloon Giant Skeleton Bandit Electro Wizard
Balloon
Hog Rider Electro Dragon Giant Skeleton Bandit Electro Wizard
Electro Dragon
Balloon Giant Skeleton
Giant Skeleton
Hog Rider Balloon Electro Dragon Bandit Electro Wizard
Electro Giant
Bandit
Hog Rider Balloon Giant Skeleton Electro Wizard
Electro Wizard
Hog Rider Balloon Giant Skeleton Bandit
Goblinstein

Defense Synergies 0 4

Hog Rider
Balloon
Electro Dragon
Giant Skeleton Electro Wizard
Giant Skeleton
Electro Dragon Electro Wizard
Electro Giant
Bandit
Electro Wizard
Electro Wizard
Electro Dragon Giant Skeleton Bandit
Goblinstein

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.

Electro Dragon Electro Wizard
Electro Dragon Bandit Electro Wizard
Electro Dragon Giant Skeleton Bandit Electro Wizard
Electro Dragon Bandit Electro Wizard
Giant Skeleton
Electro Dragon Bandit Electro Wizard
Electro Wizard Electro Dragon
Electro Dragon Giant Skeleton Electro Giant Bandit Electro Wizard
Giant Skeleton Bandit Electro Wizard
Electro Wizard Electro Dragon Giant Skeleton Electro Giant Bandit
Electro Dragon Electro Wizard
Electro Dragon Giant Skeleton Bandit Electro Wizard
Electro Dragon Electro Wizard
Bandit Electro Wizard
Electro Giant Bandit Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon Bandit Electro Wizard
Electro Dragon Giant Skeleton Bandit Electro Wizard
Electro Wizard
Electro Dragon Giant Skeleton Electro Giant Bandit Electro Wizard

Counters to secondary win conditions

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

Giant Skeleton Electro Giant Bandit Electro Wizard
Bandit Electro Wizard Electro Dragon
Giant Skeleton Bandit Electro Dragon Electro Wizard
Giant Skeleton Bandit Electro Wizard
Giant Skeleton Bandit
Electro Giant Electro Dragon Electro Wizard
Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Electro Dragon Giant Skeleton Electro Wizard Bandit
Electro Dragon Giant Skeleton
Giant Skeleton Electro Giant Electro Wizard
Giant Skeleton Bandit
Electro Dragon Electro Giant
Electro Dragon Electro Giant Electro Wizard Giant Skeleton
Electro Dragon Giant Skeleton Electro Giant 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.)

Electro Dragon Giant Skeleton Bandit
Electro Dragon Bandit Electro Wizard
Electro Dragon Giant Skeleton Bandit
Giant Skeleton
Electro Giant Electro Dragon
Electro Dragon
Electro Dragon Bandit
Electro Dragon Electro Wizard
Electro Dragon Bandit Electro Wizard
Electro Dragon
Bandit
Electro Dragon Bandit
Electro Dragon Bandit
Electro Dragon Bandit
Electro Dragon Bandit Electro Wizard
Electro Dragon Electro Giant
Giant Skeleton
Electro Dragon
Electro Giant Electro Dragon
Electro Dragon Bandit Electro Wizard
Electro Dragon Bandit
Bandit
Electro Dragon Electro Giant Electro Wizard
Electro Dragon Electro Wizard Electro Giant
Electro Dragon Bandit
Electro Dragon Electro Wizard
Giant Skeleton
Electro Wizard Electro Dragon Bandit
Electro Dragon Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon
Giant Skeleton Electro Giant
Electro Dragon
Electro Dragon Electro Giant Giant Skeleton Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon Giant Skeleton Electro Giant Bandit Electro Wizard
Electro Dragon

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