My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Goblin Giant Ram Rider

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 Bowler Giant Skeleton Goblin Giant Ram Rider

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Giant Ram Rider

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 Hog Rider Goblin Giant Ram Rider

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.

Electro Spirit Royal Giant Hog Rider Giant Skeleton Goblin Giant Ram Rider

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 Spirit Hog Rider Giant Skeleton Ram Rider

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 Hog Rider Giant Skeleton Ram Rider
Giant Snowball
Minions Hog Rider Ram Rider
Zap
Minions Royal Giant Goblin Giant Ram Rider
Barbarian Barrel
Electro Spirit Giant Skeleton
The Log
Electro Spirit Royal Giant Hog Rider Giant Skeleton Ram Rider
Earthquake
Hog Rider
Arrows
Electro Spirit Minions
Royal Delivery
Electro Spirit Minions Hog Rider Bowler Giant Skeleton Ram Rider
Fireball
Minions Hog Rider Bowler Ram Rider
Poison
Minions
Lightning
Bowler Ram Rider
Rocket
Hog Rider Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bowler

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.

Electro Spirit Bowler 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

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.

Electro Spirit Minions Hog Rider Bowler Ram Rider Royal Giant Giant Skeleton Goblin Giant

Shortest cycle

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

13 Electro Spirit Minions Hog Rider Bowler

Attack Synergies 2 16

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.

Electro Spirit
Royal Giant Hog Rider Bowler Giant Skeleton Goblin Giant Ram Rider
Minions
Royal Giant Hog Rider Bowler Giant Skeleton Goblin Giant Ram Rider
Royal Giant
Minions Electro Spirit Hog Rider Bowler Giant Skeleton
Hog Rider
Minions Electro Spirit Royal Giant Bowler Giant Skeleton
Bowler
Electro Spirit Minions Royal Giant Hog Rider Ram Rider
Giant Skeleton
Electro Spirit Minions Royal Giant Hog Rider
Goblin Giant
Electro Spirit Minions
Ram Rider
Electro Spirit Minions Bowler

Defense Synergies 0 4

Electro Spirit
Minions
Bowler Giant Skeleton Goblin Giant Ram Rider
Royal Giant
Hog Rider
Bowler
Minions
Giant Skeleton
Minions
Goblin Giant
Minions
Ram Rider
Minions

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.

Bowler Minions Goblin Giant Ram Rider
Minions Ram Rider
Bowler Ram Rider Minions Giant Skeleton
Minions Bowler Ram Rider
Bowler Giant Skeleton
Bowler Electro Spirit Minions
Minions Ram Rider Electro Spirit
Bowler Electro Spirit Giant Skeleton Goblin Giant Ram Rider
Minions
Bowler Giant Skeleton
Minions Electro Spirit Bowler Giant Skeleton Goblin Giant Ram Rider
Minions Ram Rider
Bowler Minions Giant Skeleton Ram Rider
Bowler Electro Spirit Minions
Ram Rider
Bowler Ram Rider
Minions Bowler
Electro Spirit Minions Bowler Ram Rider
Electro Spirit Minions Bowler Giant Skeleton Ram Rider
Ram Rider
Bowler Electro Spirit Minions Giant Skeleton Goblin Giant

Counters to secondary win conditions

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

Bowler Giant Skeleton
Bowler
Giant Skeleton Minions Bowler Goblin Giant Ram Rider
Bowler Giant Skeleton Goblin Giant Ram Rider
Giant Skeleton Bowler Goblin Giant Ram Rider
Electro Spirit Minions Goblin Giant Ram Rider
Minions Bowler Giant Skeleton Goblin Giant Ram Rider
Giant Skeleton Goblin Giant
Giant Skeleton Electro Spirit Minions
Goblin Giant
Minions Bowler Giant Skeleton
Bowler Giant Skeleton Goblin Giant
Bowler Giant Skeleton Goblin Giant Ram Rider
Bowler
Electro Spirit Minions Bowler Giant Skeleton Goblin Giant
Minions Bowler Electro Spirit Giant Skeleton
Electro Spirit

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
Bowler Ram Rider
Giant Skeleton Goblin Giant
Giant Skeleton
Bowler
Electro Spirit Minions Goblin Giant Ram Rider
Bowler
Bowler Ram Rider
Ram Rider
Minions Bowler
Bowler Ram Rider
Bowler
Minions
Bowler
Bowler
Minions
Bowler
Bowler
Minions Bowler Giant Skeleton
Bowler
Electro Spirit Bowler
Bowler Ram Rider
Bowler Ram Rider
Electro Spirit Minions
Bowler
Electro Spirit
Giant Skeleton
Bowler
Electro Spirit Minions
Ram Rider
Bowler
Bowler
Giant Skeleton
Electro Spirit Minions Bowler Giant Skeleton
Bowler Giant Skeleton Goblin Giant
Bowler

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