My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Inferno 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 Baby Dragon Prince Electro Giant Inferno Dragon Skeleton King

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

The Log

Punishments

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

Royal Giant Prince 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.

Royal Giant Baby Dragon Prince Electro Giant Skeleton King

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 Skeleton Army Prince Inferno Dragon Skeleton King
Giant Snowball
Skeleton Army Baby Dragon Inferno Dragon Skeleton King
Zap
Royal Giant Skeleton Army Prince Inferno Dragon Skeleton King
Barbarian Barrel
Skeleton Army Skeleton King
The Log
Royal Giant Skeleton Army Prince Skeleton King
Earthquake
Skeleton Army Skeleton King
Arrows
Skeleton Army Skeleton King
Royal Delivery
Skeleton Army Baby Dragon Prince Inferno Dragon Skeleton King
Fireball
Skeleton Army Baby Dragon Inferno Dragon Skeleton King
Poison
Skeleton Army Skeleton King
Lightning
Baby Dragon Prince Inferno Dragon Skeleton King
Rocket
Prince Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Electro Giant The Log Skeleton King

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 Baby Dragon Prince Electro Giant 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.

Royal Giant Skeleton Army

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.

The Log Skeleton Army Baby Dragon Inferno Dragon Skeleton King Prince Royal Giant Electro Giant

Shortest cycle

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

13 The Log Skeleton Army Baby Dragon Inferno Dragon

Attack Synergies 1 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.

Royal Giant
Baby Dragon The Log Skeleton King
Skeleton Army
Skeleton King
Baby Dragon
Royal Giant Prince Electro Giant Inferno Dragon
Prince
Baby Dragon Electro Giant The Log
Electro Giant
Baby Dragon Prince Inferno Dragon
The Log
Royal Giant Prince
Inferno Dragon
Baby Dragon Electro Giant
Skeleton King
Skeleton Army Royal Giant

Defense Synergies 1 12

Royal Giant
Skeleton Army
Prince The Log Inferno Dragon Skeleton King
Baby Dragon
Prince The Log Inferno Dragon Skeleton King
Prince
The Log Skeleton Army Baby Dragon Electro Giant
Electro Giant
Prince Inferno Dragon
The Log
Prince Skeleton Army Baby Dragon Inferno Dragon
Inferno Dragon
Skeleton Army Baby Dragon Electro Giant The Log Skeleton King
Skeleton King
Skeleton Army Baby Dragon Inferno 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.

Baby Dragon The Log
Skeleton Army Inferno Dragon Prince The Log
Skeleton Army Prince Inferno Dragon
Skeleton Army Prince Inferno Dragon Skeleton King
Skeleton Army Prince The Log
Skeleton Army The Log Baby Dragon
Inferno Dragon Baby Dragon
Baby Dragon Electro Giant The Log
Inferno Dragon Skeleton Army Prince Skeleton King
Skeleton Army Prince
Skeleton Army Baby Dragon Electro Giant The Log Skeleton King
Inferno Dragon Baby Dragon
Skeleton Army Prince The Log
Skeleton Army Baby Dragon Prince The Log Skeleton King
Skeleton Army Inferno Dragon Prince Skeleton King
Skeleton Army Prince Electro Giant The Log Inferno Dragon
Skeleton Army Prince
Skeleton Army Baby Dragon Prince The Log
Baby Dragon The Log Inferno Dragon
Prince Inferno Dragon
Skeleton Army Baby Dragon Prince Electro Giant The Log

Counters to secondary win conditions

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

Skeleton Army Prince Electro Giant
Baby Dragon Prince The Log Inferno Dragon
Skeleton Army Prince The Log
Skeleton Army Prince The Log
Skeleton Army Prince Inferno Dragon
Electro Giant Baby Dragon
Skeleton Army Prince
Skeleton Army Prince Inferno Dragon
Skeleton Army Baby Dragon Prince The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Prince
Skeleton Army Prince Electro Giant The Log
Skeleton Army Prince Skeleton King
Skeleton Army Baby Dragon Electro Giant
Skeleton Army Electro Giant Baby Dragon Prince The Log Inferno Dragon Skeleton King
Baby Dragon Electro Giant The Log Inferno Dragon Skeleton King

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.)

Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Prince The Log
Baby Dragon The Log
Electro Giant Baby Dragon
Baby Dragon The Log
The Log Baby Dragon
The Log
Prince
Prince The Log
Baby Dragon
Baby Dragon The Log
Baby Dragon
Baby Dragon Prince The Log
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon Prince The Log
Baby Dragon Electro Giant The Log
Baby Dragon Prince The Log
Prince The Log
Baby Dragon The Log
Electro Giant The Log Baby Dragon
Inferno Dragon
The Log Baby Dragon
Baby Dragon Prince The Log
Baby Dragon The Log
Baby Dragon Electro Giant
Electro Giant
The Log
Prince
The Log
Skeleton Army Prince
Baby Dragon
The Log
Baby Dragon Prince
The Log Baby Dragon Skeleton King
Electro Giant
Prince
Electro Giant Baby Dragon The Log Skeleton King
Baby Dragon Prince Electro Giant The Log
Prince Inferno Dragon

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