My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Flying Machine Hunter Executioner

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.

Royal Giant Flying Machine Hunter Executioner Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

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.

Royal Giant Royal Hogs

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.

Royal Giant Flying Machine Royal Hogs 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.

Royal Hogs 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 Royal Giant Royal Hogs Skeleton Army Giant Skeleton
Giant Snowball
Minions Flying Machine Royal Hogs Skeleton Army
Zap
Minions Royal Giant Flying Machine Royal Hogs Skeleton Army
Barbarian Barrel
Royal Hogs Skeleton Army Hunter Executioner Giant Skeleton
The Log
Royal Giant Royal Hogs Skeleton Army Hunter Giant Skeleton
Earthquake
Royal Hogs Skeleton Army
Arrows
Minions Flying Machine Royal Hogs Skeleton Army
Royal Delivery
Minions Flying Machine Royal Hogs Skeleton Army Hunter Executioner Giant Skeleton
Fireball
Minions Flying Machine Royal Hogs Skeleton Army Hunter Executioner
Poison
Minions Flying Machine Royal Hogs Skeleton Army Hunter Executioner
Lightning
Hunter Executioner
Rocket
Royal Hogs Hunter Executioner

Against air swarms

Spells and units that can counter air swarms.

Hunter Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Executioner

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.

Skeleton Army Executioner 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 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Skeleton Army Flying Machine Hunter Royal Hogs Executioner Royal Giant Giant Skeleton

Shortest cycle

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

14 Minions Skeleton Army Flying Machine Hunter

Attack Synergies 2 9

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
Royal Giant Royal Hogs Giant Skeleton
Royal Giant
Minions Hunter Flying Machine Executioner Giant Skeleton
Flying Machine
Royal Giant Royal Hogs Giant Skeleton
Royal Hogs
Minions Flying Machine Executioner
Skeleton Army
Hunter
Royal Giant Giant Skeleton
Executioner
Royal Giant Royal Hogs
Giant Skeleton
Minions Royal Giant Flying Machine Hunter

Defense Synergies 0 10

Minions
Flying Machine Hunter Giant Skeleton
Royal Giant
Flying Machine
Minions Skeleton Army Hunter Giant Skeleton
Royal Hogs
Skeleton Army
Flying Machine Executioner Giant Skeleton
Hunter
Minions Flying Machine Giant Skeleton
Executioner
Skeleton Army Giant Skeleton
Giant Skeleton
Minions Flying Machine Skeleton Army Hunter Executioner

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 Flying Machine Executioner
Skeleton Army Hunter Minions Flying Machine Executioner
Skeleton Army Hunter Minions Executioner Giant Skeleton
Skeleton Army Hunter Minions
Skeleton Army Giant Skeleton
Skeleton Army Minions Flying Machine Hunter Executioner
Minions Hunter Flying Machine Executioner
Flying Machine Giant Skeleton
Hunter Minions Skeleton Army
Skeleton Army Hunter Giant Skeleton
Minions Skeleton Army Executioner Flying Machine Hunter Giant Skeleton
Minions Hunter Executioner Flying Machine
Skeleton Army Hunter Minions Flying Machine Giant Skeleton
Skeleton Army Executioner Minions Hunter
Skeleton Army Hunter
Skeleton Army Hunter
Minions Skeleton Army Hunter Executioner
Minions Flying Machine Skeleton Army Hunter Executioner
Hunter Executioner Minions Flying Machine Giant Skeleton
Hunter
Skeleton Army Minions Flying Machine Hunter Executioner Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton
Flying Machine Hunter Executioner
Skeleton Army Giant Skeleton Minions Hunter
Skeleton Army Hunter Giant Skeleton
Giant Skeleton Skeleton Army Hunter Executioner
Executioner Minions Flying Machine Hunter
Skeleton Army Minions Flying Machine Hunter Giant Skeleton
Giant Skeleton Skeleton Army Hunter
Giant Skeleton Minions Flying Machine Skeleton Army
Skeleton Army
Minions Flying Machine Hunter Giant Skeleton
Skeleton Army Giant Skeleton
Skeleton Army Giant Skeleton Hunter Executioner
Flying Machine Skeleton Army Executioner
Skeleton Army Minions Flying Machine Hunter Executioner Giant Skeleton
Minions Executioner Flying Machine Hunter Giant Skeleton

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.)

Flying Machine Giant Skeleton
Flying Machine Executioner
Flying Machine Giant Skeleton
Flying Machine Giant Skeleton
Executioner
Executioner Minions Flying Machine Hunter
Flying Machine Executioner
Flying Machine Hunter Executioner
Flying Machine
Minions
Flying Machine
Flying Machine Executioner
Flying Machine Hunter Executioner
Minions Flying Machine
Flying Machine
Flying Machine Hunter Executioner
Flying Machine Executioner
Minions
Flying Machine Hunter Executioner
Flying Machine
Minions Giant Skeleton
Flying Machine
Hunter Executioner
Flying Machine Hunter Executioner
Flying Machine
Flying Machine Hunter Executioner
Minions Flying Machine
Hunter
Giant Skeleton
Minions Flying Machine Skeleton Army
Flying Machine Hunter Executioner
Flying Machine Hunter Executioner
Flying Machine Executioner
Giant Skeleton
Flying Machine Executioner
Minions Flying Machine Giant Skeleton
Flying Machine Executioner
Flying Machine Executioner Giant Skeleton

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