My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine 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.

Skeletons Flying Machine Rune Giant Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Rune Giant Lava Hound

Damage spells

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

Zap Arrows

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.

Flying Machine Rune Giant Lava Hound

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 Guards Inferno Dragon Lava Hound
Giant Snowball
Skeletons Flying Machine Guards Inferno Dragon Lava Hound
Zap
Skeletons Flying Machine Guards Inferno Dragon Lava Hound
Barbarian Barrel
Skeletons Guards
The Log
Skeletons Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Flying Machine Guards Lava Hound
Royal Delivery
Skeletons Flying Machine Guards Inferno Dragon Lava Hound
Fireball
Flying Machine Inferno Dragon Lava Hound
Poison
Flying Machine Guards Lava Hound
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Guards Rune Giant Inferno Dragon

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.

Lava Hound

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.

Skeletons Zap Arrows Guards Flying Machine Rune Giant Inferno Dragon Lava Hound

Shortest cycle

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

9 Skeletons Zap Arrows Guards

Attack Synergies 5 4

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
Zap
Arrows Flying Machine Guards Lava Hound
Arrows
Zap Lava Hound
Flying Machine
Lava Hound Zap
Guards
Zap Lava Hound
Rune Giant
Inferno Dragon
Inferno Dragon
Rune Giant Lava Hound
Lava Hound
Arrows Flying Machine Inferno Dragon Zap Guards

Defense Synergies 0 8

Skeletons
Zap Flying Machine Inferno Dragon
Zap
Skeletons Arrows Flying Machine Guards Inferno Dragon
Arrows
Zap
Flying Machine
Skeletons Zap Guards
Guards
Zap Flying Machine
Rune Giant
Inferno Dragon
Skeletons Zap
Lava Hound

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.

Zap Flying Machine
Inferno Dragon Skeletons Zap Flying Machine
Skeletons Inferno Dragon
Inferno Dragon Skeletons Guards
Arrows
Arrows Skeletons Zap Flying Machine Guards
Inferno Dragon Zap Arrows Flying Machine
Zap Arrows Flying Machine
Inferno Dragon Skeletons
Guards Skeletons
Guards Skeletons Zap Arrows Flying Machine
Arrows Inferno Dragon Zap Flying Machine
Skeletons Zap Flying Machine Guards
Zap Arrows Guards
Inferno Dragon
Zap Inferno Dragon
Skeletons Arrows
Arrows Zap Flying Machine Guards
Zap Arrows Flying Machine Guards Inferno Dragon
Inferno Dragon
Arrows Flying Machine Guards
Guards Inferno Dragon

Counters to secondary win conditions

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

Guards Skeletons Zap
Zap Arrows Flying Machine Inferno Dragon
Guards Skeletons Zap
Guards Zap
Skeletons Guards Inferno Dragon
Arrows Skeletons Zap Flying Machine
Guards Skeletons Flying Machine
Inferno Dragon
Zap Skeletons Flying Machine Inferno Dragon
Skeletons Guards Inferno Dragon
Inferno Dragon Flying Machine Guards
Zap Arrows Guards
Skeletons Guards
Flying Machine
Guards Skeletons Zap Flying Machine Inferno Dragon
Arrows Zap Flying Machine Inferno Dragon
Zap Arrows

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.)

Arrows Flying Machine Guards
Arrows Zap Flying Machine
Arrows Flying Machine
Arrows Flying Machine Guards
Zap Arrows
Arrows Zap Flying Machine
Arrows Flying Machine
Arrows Zap Flying Machine
Arrows Zap Flying Machine
Guards
Zap Arrows Flying Machine
Zap Arrows Flying Machine
Flying Machine
Arrows Flying Machine
Zap Arrows Flying Machine
Zap Arrows Flying Machine
Arrows Flying Machine
Arrows
Zap Arrows Flying Machine
Zap Arrows Flying Machine
Arrows
Zap Arrows Flying Machine
Zap Arrows
Inferno Dragon
Arrows Zap Flying Machine
Zap Arrows Flying Machine
Zap Arrows
Zap Arrows Flying Machine
Zap Flying Machine Guards
Zap Arrows
Zap Arrows
Arrows
Zap Flying Machine Guards
Zap Arrows Flying Machine
Arrows
Flying Machine
Arrows Zap Flying Machine
Zap Arrows
Flying Machine
Zap Flying Machine Guards
Zap Flying Machine
Zap Flying Machine
Inferno Dragon

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