My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

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

Cannon Cart Electro Giant 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.

Zap Fireball The Log

Punishments

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

Cannon Cart Electro Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Cannon Cart 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
Skeleton Army Cannon Cart
Giant Snowball
Skeleton Army
Zap
Inferno Tower Skeleton Army Cannon Cart
Barbarian Barrel
Inferno Tower Skeleton Army Cannon Cart
The Log
Skeleton Army Cannon Cart
Earthquake
Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Cannon Cart
Fireball
Inferno Tower Skeleton Army Cannon Cart
Poison
Inferno Tower Skeleton Army
Lightning
Inferno Tower Cannon Cart Goblinstein
Rocket
Inferno Tower Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Electro Giant The Log

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.

Inferno Tower Skeleton Army 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.

Fireball 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.

Fireball

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.

Zap The Log Skeleton Army Fireball Inferno Tower Cannon Cart Goblinstein Electro Giant

Shortest cycle

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

11 Zap The Log Skeleton Army Fireball

Attack Synergies 3 2

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.

Zap
Fireball Cannon Cart The Log
Fireball
Zap The Log
Inferno Tower
Skeleton Army
Cannon Cart
Zap The Log
Electro Giant
The Log
Cannon Cart Zap Fireball
Goblinstein

Defense Synergies 4 8

Zap
Fireball Inferno Tower Skeleton Army Cannon Cart The Log
Fireball
Zap The Log Inferno Tower
Inferno Tower
Skeleton Army The Log Zap Fireball Cannon Cart
Skeleton Army
Inferno Tower Zap Cannon Cart The Log
Cannon Cart
Zap Inferno Tower Skeleton Army
Electro Giant
The Log
Fireball Inferno Tower Zap Skeleton Army
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.

Cannon Cart Zap Fireball Inferno Tower The Log
Inferno Tower Skeleton Army Zap Cannon Cart The Log
Inferno Tower Skeleton Army Cannon Cart
Inferno Tower Skeleton Army Cannon Cart
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Zap Cannon Cart
Inferno Tower Zap Fireball
Zap Fireball Inferno Tower Cannon Cart Electro Giant The Log
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Cannon Cart
Skeleton Army Zap Fireball Cannon Cart Electro Giant The Log
Inferno Tower Zap Fireball
Inferno Tower Skeleton Army Zap Fireball Cannon Cart The Log
Fireball Skeleton Army Zap Cannon Cart The Log
Inferno Tower Skeleton Army Cannon Cart
Inferno Tower Skeleton Army Zap Fireball Electro Giant The Log
Fireball Inferno Tower Skeleton Army Cannon Cart
Fireball Zap Skeleton Army Cannon Cart The Log
Zap The Log Fireball Cannon Cart
Inferno Tower Cannon Cart
Skeleton Army Fireball Cannon Cart Electro Giant The Log

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Inferno Tower Cannon Cart Electro Giant
Fireball Zap Cannon Cart The Log
Skeleton Army Zap Inferno Tower Cannon Cart The Log
Skeleton Army Zap Fireball Inferno Tower Cannon Cart The Log
Inferno Tower Skeleton Army Cannon Cart
Fireball Electro Giant Zap
Skeleton Army Fireball Inferno Tower Cannon Cart
Inferno Tower Skeleton Army Cannon Cart
Zap Fireball Inferno Tower Skeleton Army Cannon Cart The Log
Inferno Tower Skeleton Army
Inferno Tower Cannon Cart
Skeleton Army Zap Fireball Electro Giant The Log
Skeleton Army Cannon Cart Fireball Inferno Tower
Fireball Skeleton Army Cannon Cart Electro Giant
Inferno Tower Skeleton Army Electro Giant Zap Fireball Cannon Cart The Log
Zap Fireball Inferno Tower Cannon Cart Electro Giant The Log
Zap Fireball Inferno Tower

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.)

Fireball The Log
Fireball Zap The Log
Fireball Cannon Cart The Log
Cannon Cart Fireball The Log
Fireball Zap The Log
Fireball Electro Giant Zap
The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball
Zap Fireball Cannon Cart The Log
Fireball Zap
Fireball Cannon Cart The Log
Fireball Cannon Cart
Zap Fireball Cannon Cart The Log
Zap Fireball Cannon Cart The Log
Fireball Cannon Cart The Log
Fireball
Zap Fireball The Log
Zap Fireball Electro Giant The Log
Fireball The Log
Fireball
The Log
Zap Fireball Cannon Cart The Log
Zap Electro Giant The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Electro Giant
Zap Fireball Electro Giant
Fireball
Zap Fireball The Log
Zap Fireball
Fireball The Log
Zap Fireball Skeleton Army Cannon Cart
Fireball Zap
The Log Fireball
Fireball Cannon Cart
The Log Zap Fireball
Zap Fireball Electro Giant
Cannon Cart
Zap Electro Giant Fireball The Log
Zap Fireball
Zap Fireball Cannon Cart Electro Giant The Log
Cannon Cart
Fireball

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