My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
Good

4 problems 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!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Skeletons Royal Giant Electro Dragon Electro Giant

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.

Royal Delivery Earthquake Freeze

Punishments

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

Royal Giant Electro Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Heal Spirit 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.

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
Skeletons Royal Giant
Giant Snowball
Skeletons Electro Dragon
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons Heal Spirit
The Log
Skeletons Royal Giant Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Electro Dragon
Fireball
Electro Dragon
Poison
Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery Freeze Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Earthquake Freeze Electro Dragon Electro Giant

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 Delivery Heal Spirit Freeze Electro Giant

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.

Heal Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit Royal Delivery Earthquake Freeze Electro Dragon Royal Giant Electro Giant

Shortest cycle

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

8 Skeletons Heal Spirit Royal Delivery Earthquake

Attack Synergies 2 3

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.

Skeletons
Royal Delivery
Royal Giant
Heal Spirit Earthquake Electro Dragon
Heal Spirit
Royal Giant Electro Dragon
Earthquake
Royal Giant Electro Giant
Freeze
Electro Dragon
Royal Giant Heal Spirit
Electro Giant
Earthquake

Defense Synergies 0 6

Skeletons
Royal Delivery Earthquake Electro Dragon
Royal Delivery
Skeletons Earthquake Freeze Electro Dragon
Royal Giant
Heal Spirit
Earthquake
Skeletons Royal Delivery
Freeze
Royal Delivery
Electro Dragon
Skeletons Royal Delivery
Electro Giant

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.

Earthquake Electro Dragon
Skeletons Royal Delivery Electro Dragon
Skeletons Royal Delivery Freeze Electro Dragon
Skeletons Electro Dragon
Royal Delivery Earthquake
Royal Delivery Freeze Skeletons Earthquake Electro Dragon
Royal Delivery Freeze Electro Dragon
Earthquake Electro Dragon Electro Giant
Skeletons
Skeletons Royal Delivery
Skeletons Royal Delivery Earthquake Freeze Electro Dragon Electro Giant
Royal Delivery Electro Dragon
Skeletons Royal Delivery Earthquake Freeze Electro Dragon
Royal Delivery Earthquake Freeze Electro Dragon
Royal Delivery Freeze Electro Giant
Skeletons Royal Delivery Electro Dragon
Royal Delivery Electro Dragon
Royal Delivery Earthquake Freeze Electro Dragon
Royal Delivery Earthquake Electro Dragon Electro Giant

Counters to secondary win conditions

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

Skeletons Royal Delivery Electro Giant
Royal Delivery Electro Dragon
Royal Delivery Skeletons Electro Dragon
Royal Delivery
Skeletons Royal Delivery
Royal Delivery Electro Giant Skeletons Freeze Electro Dragon
Royal Delivery Skeletons
Royal Delivery
Royal Delivery Freeze Electro Dragon Skeletons
Skeletons Royal Delivery
Electro Dragon
Royal Delivery Electro Giant
Royal Delivery Skeletons
Electro Dragon Electro Giant
Electro Dragon Electro Giant Skeletons Royal Delivery Freeze
Royal Delivery Earthquake Freeze Electro Dragon Electro Giant
Royal Delivery

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.)

Earthquake Freeze Electro Dragon
Electro Dragon
Earthquake Electro Dragon
Earthquake Freeze
Earthquake
Electro Giant Freeze Electro Dragon
Earthquake
Earthquake Freeze Electro Dragon
Electro Dragon
Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Earthquake
Earthquake Freeze Electro Dragon
Earthquake
Earthquake Electro Dragon
Earthquake Electro Dragon
Earthquake Freeze
Earthquake Electro Dragon
Earthquake Electro Dragon Electro Giant
Earthquake
Earthquake Electro Dragon
Earthquake Freeze Electro Giant Electro Dragon
Earthquake Electro Dragon
Electro Dragon
Electro Dragon Electro Giant
Electro Dragon Freeze Electro Giant
Earthquake Electro Dragon
Freeze Electro Dragon
Earthquake
Earthquake Freeze Electro Dragon
Electro Dragon
Freeze
Electro Dragon
Earthquake Electro Dragon
Electro Giant
Electro Dragon
Electro Dragon Electro Giant Freeze
Electro Dragon
Electro Dragon Freeze Electro Giant

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