My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Tombstone Baby Dragon Bowler Electro Giant Inferno Dragon Goblinstein

Offensive cards

Win conditions

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

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.

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.

Baby Dragon Electro Giant

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 Inferno Dragon
Giant Snowball
Skeletons Tombstone Baby Dragon Inferno Dragon
Zap
Skeletons Tombstone Inferno Dragon
Barbarian Barrel
Skeletons Tombstone
The Log
Skeletons Tombstone
Earthquake
Skeletons Tombstone
Arrows
Skeletons Tombstone
Royal Delivery
Skeletons Baby Dragon Bowler Inferno Dragon
Fireball
Tombstone Baby Dragon Bowler Inferno Dragon
Poison
Tombstone
Lightning
Tombstone Baby Dragon Bowler Inferno Dragon Goblinstein
Rocket
Bowler Inferno Dragon

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 Bowler Electro Giant The Log

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.

Tombstone Baby Dragon Bowler Electro Giant Inferno Dragon

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.

Skeletons The Log Tombstone Baby Dragon Inferno Dragon Bowler Goblinstein Electro Giant

Shortest cycle

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

10 Skeletons The Log Tombstone Baby Dragon

Attack Synergies 0 5

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
Tombstone
Baby Dragon
Bowler Electro Giant Inferno Dragon
Bowler
Baby Dragon The Log
Electro Giant
Baby Dragon Inferno Dragon
The Log
Bowler
Inferno Dragon
Baby Dragon Electro Giant
Goblinstein

Defense Synergies 1 12

Skeletons
Tombstone Baby Dragon Bowler The Log Inferno Dragon
Tombstone
Skeletons Baby Dragon Inferno Dragon
Baby Dragon
Skeletons Tombstone Bowler The Log Inferno Dragon
Bowler
The Log Skeletons Baby Dragon
Electro Giant
Inferno Dragon
The Log
Bowler Skeletons Baby Dragon Inferno Dragon
Inferno Dragon
Skeletons Tombstone Baby Dragon Electro Giant The Log
Goblinstein

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 Tombstone Baby Dragon The Log
Inferno Dragon Skeletons Tombstone The Log
Bowler Skeletons Tombstone Inferno Dragon
Inferno Dragon Skeletons Tombstone Bowler
Tombstone Bowler The Log
Bowler The Log Skeletons Baby Dragon
Inferno Dragon Tombstone Baby Dragon
Bowler Baby Dragon Electro Giant The Log
Inferno Dragon Skeletons Tombstone
Skeletons Bowler
Skeletons Tombstone Baby Dragon Bowler Electro Giant The Log
Inferno Dragon Baby Dragon
Tombstone Bowler Skeletons The Log
Bowler Tombstone Baby Dragon The Log
Inferno Dragon Tombstone
Bowler Electro Giant The Log Inferno Dragon
Skeletons Tombstone Bowler
Tombstone Baby Dragon Bowler The Log
Baby Dragon The Log Tombstone Bowler Inferno Dragon
Inferno Dragon
Bowler Baby Dragon Electro Giant The Log
Tombstone Inferno Dragon

Counters to secondary win conditions

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

Skeletons Tombstone Bowler Electro Giant
Baby Dragon Bowler The Log Inferno Dragon
Tombstone Skeletons Bowler The Log
Bowler The Log
Skeletons Tombstone Bowler Inferno Dragon
Electro Giant Skeletons Baby Dragon
Skeletons Tombstone Bowler
Inferno Dragon
Skeletons Tombstone Baby Dragon The Log Inferno Dragon
Skeletons Tombstone Inferno Dragon
Inferno Dragon Tombstone Bowler
Bowler Electro Giant The Log
Bowler Skeletons Tombstone
Baby Dragon Bowler Electro Giant
Tombstone Electro Giant Skeletons Baby Dragon Bowler The Log Inferno Dragon
Bowler Baby Dragon Electro Giant The Log Inferno Dragon
Tombstone

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 Bowler The Log
Baby Dragon The Log
The Log
Baby Dragon Bowler The Log
Electro Giant Baby Dragon
Baby Dragon Bowler The Log
The Log Baby Dragon Bowler
The Log
Bowler
Bowler The Log
Baby Dragon
Baby Dragon Bowler The Log
Baby Dragon
Baby Dragon The Log
Baby Dragon Bowler The Log
Baby Dragon Bowler The Log
Baby Dragon Bowler The Log
Baby Dragon Bowler Electro Giant The Log
Baby Dragon Bowler The Log
Bowler The Log
Baby Dragon The Log
Electro Giant The Log Baby Dragon Bowler
Inferno Dragon
The Log Baby Dragon Bowler
Baby Dragon Bowler The Log
Baby Dragon The Log
Baby Dragon Electro Giant
Electro Giant
Bowler
The Log
Bowler The Log
Tombstone
Baby Dragon
The Log
Baby Dragon Bowler
The Log Baby Dragon Bowler
Electro Giant
Electro Giant Baby Dragon Bowler The Log
Baby Dragon Bowler Electro Giant The Log
Inferno Dragon
Bowler

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