My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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.

Minions Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Giant Skeleton X-Bow Electro Giant Sparky Goblinstein

Offensive cards

Win conditions

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

X-Bow Electro Giant

Damage spells

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

Rage

Punishments

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

X-Bow Electro Giant

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.

Giant Skeleton X-Bow Electro Giant

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.

Giant Skeleton

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
Minions Giant Skeleton Sparky
Giant Snowball
Minions
Zap
Minions Inferno Tower X-Bow Sparky
Barbarian Barrel
Inferno Tower Giant Skeleton X-Bow Sparky
The Log
Giant Skeleton X-Bow Sparky
Earthquake
Inferno Tower X-Bow
Arrows
Minions
Royal Delivery
Minions Giant Skeleton Sparky
Fireball
Minions Inferno Tower X-Bow Sparky
Poison
Minions Inferno Tower X-Bow Sparky
Lightning
Inferno Tower X-Bow Sparky Goblinstein
Rocket
Inferno Tower X-Bow Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Sparky

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.

Inferno Tower Rage Giant Skeleton Electro Giant Sparky

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.

Minions

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 Minions Inferno Tower Goblinstein Giant Skeleton X-Bow Sparky Electro Giant

Shortest cycle

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

15 Rage Minions Inferno Tower Goblinstein

Attack Synergies 2 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.

Minions
Rage Giant Skeleton Sparky
Inferno Tower
Rage
Minions Sparky Giant Skeleton
Giant Skeleton
Minions Rage X-Bow Sparky
X-Bow
Giant Skeleton
Electro Giant
Sparky
Sparky
Rage Minions Giant Skeleton Electro Giant
Goblinstein

Defense Synergies 0 4

Minions
Inferno Tower Giant Skeleton X-Bow
Inferno Tower
Minions X-Bow
Rage
Giant Skeleton
Minions
X-Bow
Minions Inferno Tower
Electro Giant
Sparky
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.

Minions Inferno Tower X-Bow Sparky
Inferno Tower Sparky Minions X-Bow
Inferno Tower Sparky Minions Giant Skeleton
Inferno Tower Sparky Minions
Giant Skeleton X-Bow Sparky
Minions X-Bow
Minions Inferno Tower X-Bow
Inferno Tower Giant Skeleton X-Bow Electro Giant Sparky
Inferno Tower Sparky Minions X-Bow
Inferno Tower Giant Skeleton Sparky
Minions Giant Skeleton X-Bow Electro Giant
Minions Inferno Tower
Inferno Tower Sparky Minions Giant Skeleton X-Bow
Sparky Minions X-Bow
Inferno Tower Sparky X-Bow
Inferno Tower X-Bow Electro Giant Sparky Goblinstein
Sparky Minions Inferno Tower X-Bow
Minions X-Bow
Minions Giant Skeleton
Sparky Inferno Tower
Minions Giant Skeleton Electro Giant Sparky
Inferno Tower Sparky

Counters to secondary win conditions

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

Inferno Tower Giant Skeleton X-Bow Electro Giant Sparky
X-Bow
Giant Skeleton Minions Inferno Tower Sparky
Giant Skeleton Inferno Tower X-Bow Sparky
Inferno Tower Giant Skeleton Sparky
Electro Giant Goblinstein Minions
Sparky Minions Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Sparky
Giant Skeleton Goblinstein Minions Inferno Tower X-Bow Sparky
Inferno Tower Sparky
Minions Inferno Tower Giant Skeleton Sparky
Giant Skeleton Electro Giant
Giant Skeleton Inferno Tower Sparky
Electro Giant Sparky
Inferno Tower Electro Giant Sparky Minions Giant Skeleton X-Bow Goblinstein
Minions Inferno Tower Giant Skeleton Electro Giant Sparky
Inferno Tower

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.)

Giant Skeleton X-Bow Sparky
X-Bow
Giant Skeleton X-Bow Sparky
Giant Skeleton Sparky
Sparky Goblinstein
Electro Giant Goblinstein Minions
Sparky
X-Bow
X-Bow
Minions X-Bow Sparky
X-Bow Sparky
Sparky
Minions X-Bow
X-Bow Sparky
X-Bow Sparky
X-Bow Sparky
Sparky
Minions Sparky
X-Bow Sparky
X-Bow Electro Giant
Minions Giant Skeleton X-Bow Sparky
X-Bow Sparky
X-Bow
Electro Giant Sparky Goblinstein
X-Bow Sparky
X-Bow Sparky
X-Bow Sparky
X-Bow Electro Giant Sparky
Minions Electro Giant Goblinstein
Sparky
X-Bow Sparky
Sparky
Giant Skeleton Sparky
Sparky
Minions X-Bow Goblinstein
Sparky
Giant Skeleton Electro Giant Sparky
Sparky
Electro Giant Minions Giant Skeleton Sparky
Giant Skeleton X-Bow Electro Giant Sparky
Sparky
Sparky

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