My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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!
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.

Minion Horde Wizard Inferno Dragon Magic Archer

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.

Wizard Electro Giant Golem Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Electro Giant Golem

Damage spells

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

Rage

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.

Minion Horde Electro Giant Golem Magic Archer

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.

Golem Magic Archer

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
Minion Horde Skeleton Army Inferno Dragon
Giant Snowball
Minion Horde Skeleton Army Inferno Dragon
Zap
Minion Horde Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Magic Archer
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Wizard Skeleton Army Inferno Dragon Magic Archer
Fireball
Minion Horde Wizard Skeleton Army Inferno Dragon Magic Archer
Poison
Minion Horde Wizard Skeleton Army Magic Archer
Lightning
Wizard Inferno Dragon Magic Archer
Rocket
Minion Horde Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant Magic Archer

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.

Rage Skeleton Army Electro Giant Golem Inferno Dragon

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.

Skeleton Army

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.

Minion Horde 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.

Rage Skeleton Army Inferno Dragon Magic Archer Minion Horde Wizard Electro Giant Golem

Shortest cycle

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

13 Rage Skeleton Army Inferno Dragon Magic Archer

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.

Minion Horde
Rage Golem
Wizard
Rage Golem
Rage
Minion Horde Wizard
Skeleton Army
Electro Giant
Inferno Dragon
Golem
Minion Horde Wizard Magic Archer
Inferno Dragon
Electro Giant
Magic Archer
Golem

Defense Synergies 0 4

Minion Horde
Wizard
Skeleton Army
Rage
Skeleton Army
Wizard Inferno Dragon Magic Archer
Electro Giant
Inferno Dragon
Golem
Inferno Dragon
Skeleton Army Electro Giant
Magic Archer
Skeleton Army

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.

Minion Horde Wizard Magic Archer
Minion Horde Skeleton Army Inferno Dragon
Minion Horde Skeleton Army Inferno Dragon
Minion Horde Skeleton Army Inferno Dragon
Skeleton Army
Skeleton Army Magic Archer
Minion Horde Inferno Dragon Wizard Magic Archer
Electro Giant Magic Archer
Minion Horde Inferno Dragon Skeleton Army
Skeleton Army Minion Horde
Minion Horde Skeleton Army Wizard Electro Giant Magic Archer
Minion Horde Inferno Dragon Wizard Magic Archer
Minion Horde Skeleton Army Wizard
Wizard Skeleton Army Minion Horde Magic Archer
Skeleton Army Inferno Dragon Minion Horde
Minion Horde Skeleton Army Electro Giant Inferno Dragon
Minion Horde Wizard Skeleton Army
Minion Horde Wizard Skeleton Army Magic Archer
Wizard Inferno Dragon Magic Archer
Inferno Dragon
Wizard Skeleton Army Minion Horde Electro Giant

Counters to secondary win conditions

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

Skeleton Army Electro Giant
Wizard Inferno Dragon Magic Archer
Skeleton Army Minion Horde
Skeleton Army Minion Horde
Minion Horde Skeleton Army Inferno Dragon
Wizard Electro Giant Minion Horde Magic Archer
Skeleton Army Minion Horde
Minion Horde Skeleton Army Inferno Dragon
Minion Horde Skeleton Army Inferno Dragon Magic Archer
Minion Horde Skeleton Army Inferno Dragon
Inferno Dragon Minion Horde
Skeleton Army Electro Giant
Skeleton Army Minion Horde Wizard
Wizard Minion Horde Skeleton Army Electro Giant Magic Archer
Skeleton Army Electro Giant Minion Horde Inferno Dragon Magic Archer
Minion Horde Wizard Electro Giant Inferno Dragon Magic Archer

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.)

Magic Archer Minion Horde
Magic Archer
Minion Horde Magic Archer
Wizard Minion Horde Magic Archer
Wizard Electro Giant Minion Horde Magic Archer
Minion Horde Wizard Magic Archer
Wizard Magic Archer
Wizard
Minion Horde
Minion Horde Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Wizard Magic Archer
Magic Archer Minion Horde Wizard
Minion Horde
Wizard Magic Archer
Wizard Electro Giant Magic Archer
Minion Horde Magic Archer
Wizard
Minion Horde
Electro Giant Wizard Magic Archer
Minion Horde Inferno Dragon
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Minion Horde Wizard Electro Giant Magic Archer
Minion Horde Wizard Electro Giant
Minion Horde
Minion Horde Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde
Wizard Magic Archer
Minion Horde Skeleton Army Magic Archer
Wizard Magic Archer
Minion Horde Wizard Magic Archer
Wizard Magic Archer
Electro Giant
Minion Horde
Electro Giant Minion Horde Magic Archer
Magic Archer
Electro Giant Magic Archer

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