My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Bad

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 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 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 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.

Baby Dragon Electro Dragon

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 Royal Recruits Battle Ram Baby Dragon Electro Dragon

Offensive cards

Win conditions

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

Royal Giant Battle Ram Goblin Barrel

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 Recruits Battle Ram Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Royal Recruits Battle Ram Baby Dragon

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.

Goblin Barrel Electro Dragon

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
Royal Giant Royal Recruits Battle Ram Goblin Barrel Guards Skeleton Army
Giant Snowball
Royal Recruits Battle Ram Goblin Barrel Guards Skeleton Army Baby Dragon Electro Dragon
Zap
Royal Giant Battle Ram Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Royal Recruits Battle Ram Goblin Barrel Guards Skeleton Army
The Log
Royal Giant Royal Recruits Battle Ram Goblin Barrel Guards Skeleton Army
Earthquake
Goblin Barrel Guards Skeleton Army
Arrows
Royal Recruits Goblin Barrel Guards Skeleton Army
Royal Delivery
Royal Recruits Battle Ram Goblin Barrel Guards Skeleton Army Baby Dragon Electro Dragon
Fireball
Battle Ram Goblin Barrel Skeleton Army Baby Dragon Electro Dragon
Poison
Royal Recruits Guards Skeleton Army Electro Dragon
Lightning
Battle Ram Baby Dragon Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Dragon

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.

Royal Recruits Battle Ram Guards Skeleton Army Baby 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.

Royal Giant Goblin Barrel 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.

Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Guards Skeleton Army Battle Ram Baby Dragon Electro Dragon Royal Giant Royal Recruits

Shortest cycle

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

13 Goblin Barrel Guards Skeleton Army Battle Ram

Attack Synergies 1 11

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.

Royal Giant
Goblin Barrel Guards Baby Dragon Electro Dragon
Royal Recruits
Battle Ram Electro Dragon
Battle Ram
Royal Recruits Goblin Barrel Baby Dragon
Goblin Barrel
Royal Giant Battle Ram Guards Skeleton Army Baby Dragon
Guards
Royal Giant Goblin Barrel
Skeleton Army
Goblin Barrel
Baby Dragon
Royal Giant Battle Ram Goblin Barrel Electro Dragon
Electro Dragon
Royal Giant Royal Recruits Baby Dragon

Defense Synergies 0 6

Royal Giant
Royal Recruits
Skeleton Army
Battle Ram
Goblin Barrel
Guards
Skeleton Army Baby Dragon Electro Dragon
Skeleton Army
Royal Recruits Guards Electro Dragon
Baby Dragon
Guards Electro Dragon
Electro Dragon
Guards Skeleton Army Baby Dragon

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.

Royal Recruits Baby Dragon Electro Dragon
Skeleton Army Royal Recruits Electro Dragon
Skeleton Army Royal Recruits Electro Dragon
Royal Recruits Skeleton Army Guards Electro Dragon
Royal Recruits Skeleton Army
Skeleton Army Guards Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Royal Recruits Baby Dragon Electro Dragon
Royal Recruits Skeleton Army
Guards Skeleton Army Royal Recruits
Guards Skeleton Army Royal Recruits Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Royal Recruits Skeleton Army Guards Electro Dragon
Skeleton Army Royal Recruits Guards Baby Dragon Electro Dragon
Royal Recruits Skeleton Army
Skeleton Army Royal Recruits
Royal Recruits Skeleton Army Electro Dragon
Royal Recruits Guards Skeleton Army Baby Dragon Electro Dragon
Baby Dragon Royal Recruits Guards Electro Dragon
Royal Recruits
Royal Recruits Skeleton Army Guards Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Royal Recruits Guards Skeleton Army
Baby Dragon Electro Dragon
Royal Recruits Guards Skeleton Army Electro Dragon
Royal Recruits Guards Skeleton Army
Royal Recruits Guards Skeleton Army
Baby Dragon Electro Dragon
Royal Recruits Guards Skeleton Army
Royal Recruits Skeleton Army
Royal Recruits Electro Dragon Skeleton Army Baby Dragon
Royal Recruits Guards Skeleton Army
Royal Recruits Guards Electro Dragon
Royal Recruits Skeleton Army Guards
Royal Recruits Skeleton Army Guards
Royal Recruits Skeleton Army Baby Dragon Electro Dragon
Royal Recruits Guards Skeleton Army Electro Dragon Baby Dragon
Royal Recruits Baby Dragon Electro Dragon

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.)

Royal Recruits Guards Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Royal Recruits Guards
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon
Guards Electro Dragon
Royal Recruits Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Royal Recruits Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Royal Recruits Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Electro Dragon Guards
Electro Dragon
Electro Dragon
Royal Recruits Guards Skeleton Army Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Royal Recruits Electro Dragon
Electro Dragon Royal Recruits Guards Baby Dragon
Electro Dragon
Electro Dragon Royal Recruits Baby Dragon
Electro Dragon

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