My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Rascals Inferno Tower Wizard

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.

Rascals Elixir Golem Wizard Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Rocket

Punishments

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

Elite Barbarians Elixir Golem Electro Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Rascals Elite Barbarians Elixir Golem 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.

Elite Barbarians

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
Elite Barbarians Elixir Golem
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Rascals Elite Barbarians Elixir Golem Inferno Tower Wizard
The Log
Rascals Elite Barbarians Elixir Golem
Earthquake
Elixir Golem Inferno Tower
Arrows
Rascals
Royal Delivery
Rascals Elite Barbarians Elixir Golem Wizard
Fireball
Rascals Elite Barbarians Elixir Golem Inferno Tower Wizard
Poison
Rascals Elixir Golem Inferno Tower Wizard
Lightning
Elite Barbarians Inferno Tower Wizard
Rocket
Rascals Elite Barbarians Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Electro Giant

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.

Elixir Golem Inferno Tower Rocket 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.

Elite Barbarians

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.

Wizard

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.

Mirror Elixir Golem Rascals Inferno Tower Wizard Elite Barbarians Rocket Electro Giant

Shortest cycle

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

13 Mirror Elixir Golem Rascals Inferno Tower

Attack Synergies 1 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.

Rascals
Elite Barbarians
Wizard
Elixir Golem
Wizard Mirror
Inferno Tower
Wizard
Elite Barbarians Elixir Golem
Rocket
Mirror Electro Giant
Mirror
Electro Giant Elixir Golem Rocket
Electro Giant
Mirror Rocket

Defense Synergies 0 3

Rascals
Inferno Tower
Elite Barbarians
Wizard
Elixir Golem
Inferno Tower
Rascals Mirror
Wizard
Elite Barbarians
Rocket
Mirror
Inferno Tower
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.

Rocket Inferno Tower Wizard
Elite Barbarians Inferno Tower Rascals
Inferno Tower Rocket Rascals Elite Barbarians
Elite Barbarians Inferno Tower Rascals
Elite Barbarians Rocket
Rascals
Inferno Tower Rocket Rascals Wizard
Rocket Rascals Inferno Tower Electro Giant
Inferno Tower Rascals Elite Barbarians
Elite Barbarians Rascals Inferno Tower
Rascals Wizard Electro Giant
Inferno Tower Rascals Wizard
Inferno Tower Rascals Elite Barbarians Wizard Rocket
Wizard Rocket Rascals
Elite Barbarians Inferno Tower Rascals
Inferno Tower Rocket Rascals Elite Barbarians Electro Giant
Wizard Rascals Elite Barbarians Inferno Tower
Rascals Elite Barbarians Wizard
Wizard Rascals
Elite Barbarians Inferno Tower
Rascals Wizard Elite Barbarians Electro Giant

Counters to secondary win conditions

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

Rascals Elite Barbarians Inferno Tower Electro Giant
Elite Barbarians Wizard Rocket
Rascals Elite Barbarians Inferno Tower Rocket
Rocket Rascals Elite Barbarians Inferno Tower
Inferno Tower Rascals Elite Barbarians
Wizard Rocket Electro Giant Rascals
Rascals Rocket Elite Barbarians Inferno Tower
Inferno Tower Rascals Elite Barbarians
Rocket Elite Barbarians Inferno Tower
Inferno Tower
Rascals Elite Barbarians Inferno Tower
Rocket Elite Barbarians Electro Giant
Rascals Elite Barbarians Rocket Inferno Tower Wizard
Wizard Rascals Electro Giant
Rascals Elite Barbarians Inferno Tower Electro Giant Rocket
Rascals Elite Barbarians Inferno Tower Wizard Electro Giant
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.)

Rascals Rocket
Rocket
Rascals Rocket
Wizard Rocket
Wizard Electro Giant Rocket
Wizard
Wizard
Wizard
Rocket Elite Barbarians
Rocket Wizard
Wizard Rocket
Rocket Elite Barbarians
Rocket
Elite Barbarians
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Rocket Wizard Electro Giant
Rocket
Rocket Wizard
Rocket
Rocket
Electro Giant Wizard
Wizard
Wizard
Rocket
Elite Barbarians Wizard Electro Giant
Rocket Wizard Electro Giant
Elite Barbarians
Wizard Rocket
Rocket
Rocket Wizard
Rocket
Rocket Wizard
Rascals Wizard Rocket
Wizard
Rocket Electro Giant
Elite Barbarians
Electro Giant Rascals Elite Barbarians Rocket
Rocket
Rocket Electro Giant
Wizard Rocket

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