My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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.

Electro Wizard Ram Rider

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.

Royal Giant Golem Royal Ghost Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Royal Giant Golem Ram Rider

Damage spells

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

Rocket Poison

Punishments

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

Royal Giant Royal Ghost Ram Rider

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Royal Giant Golem Royal Ghost Ram Rider

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.

Golem Royal Ghost Electro Wizard Ram Rider

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
Royal Giant Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Ram Rider
Zap
Royal Giant Skeleton Army Ram Rider
Barbarian Barrel
Skeleton Army Royal Ghost Electro Wizard
The Log
Royal Giant Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Royal Ghost Electro Wizard Ram Rider
Fireball
Skeleton Army Electro Wizard Ram Rider
Poison
Skeleton Army Electro Wizard
Lightning
Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Poison Royal Ghost

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.

Rocket Skeleton Army Poison Golem Royal Ghost

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 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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Royal Ghost Poison Electro Wizard Ram Rider Royal Giant Rocket Golem

Shortest cycle

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

14 Skeleton Army Royal Ghost Poison Electro Wizard

Attack Synergies 2 10

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.

Royal Giant
Poison Rocket Royal Ghost Electro Wizard
Rocket
Royal Giant Golem
Skeleton Army
Poison
Royal Giant Golem Royal Ghost Ram Rider
Golem
Poison Rocket Electro Wizard
Royal Ghost
Royal Giant Poison Electro Wizard Ram Rider
Electro Wizard
Royal Giant Golem Royal Ghost Ram Rider
Ram Rider
Poison Royal Ghost Electro Wizard

Defense Synergies 0 4

Royal Giant
Rocket
Skeleton Army
Electro Wizard
Poison
Electro Wizard
Golem
Royal Ghost
Electro Wizard
Electro Wizard
Skeleton Army Poison Royal Ghost Ram Rider
Ram Rider
Electro Wizard

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 Electro Wizard Ram Rider
Skeleton Army Electro Wizard Ram Rider
Rocket Skeleton Army Ram Rider Electro Wizard
Skeleton Army Electro Wizard Ram Rider
Rocket Skeleton Army Poison
Skeleton Army Royal Ghost Electro Wizard
Rocket Electro Wizard Ram Rider Poison
Rocket Poison Electro Wizard Ram Rider
Skeleton Army
Skeleton Army Royal Ghost Electro Wizard
Skeleton Army Poison Electro Wizard Royal Ghost Ram Rider
Poison Electro Wizard Ram Rider
Skeleton Army Rocket Electro Wizard Ram Rider
Rocket Skeleton Army Poison Royal Ghost Electro Wizard
Skeleton Army Electro Wizard Ram Rider
Rocket Skeleton Army Electro Wizard Ram Rider
Skeleton Army Poison Electro Wizard
Skeleton Army Royal Ghost Electro Wizard Ram Rider
Poison Royal Ghost Electro Wizard Ram Rider
Electro Wizard Ram Rider
Skeleton Army Royal Ghost Poison Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Royal Ghost Electro Wizard
Poison Electro Wizard Rocket Royal Ghost
Skeleton Army Rocket Electro Wizard Ram Rider
Rocket Skeleton Army Electro Wizard Ram Rider
Skeleton Army Ram Rider
Rocket Poison Electro Wizard Ram Rider
Rocket Skeleton Army Electro Wizard Ram Rider
Skeleton Army
Rocket Electro Wizard Skeleton Army Poison
Skeleton Army
Rocket Skeleton Army Poison Electro Wizard
Rocket Skeleton Army Ram Rider
Skeleton Army
Skeleton Army Electro Wizard Rocket Poison
Poison Royal Ghost Electro Wizard

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.)

Poison Rocket Royal Ghost
Poison Royal Ghost Electro Wizard Ram Rider
Rocket Poison
Rocket Poison
Rocket Poison
Poison Rocket Ram Rider
Poison
Poison Ram Rider
Poison Ram Rider
Rocket Poison Electro Wizard
Rocket Poison Electro Wizard Ram Rider
Poison Rocket
Rocket Poison
Rocket Poison
Poison
Rocket Poison
Rocket Poison
Rocket Poison
Rocket
Rocket Poison Electro Wizard
Rocket Poison
Rocket Poison
Rocket Poison
Rocket
Rocket Poison
Poison
Poison Royal Ghost Electro Wizard Ram Rider
Poison Ram Rider
Rocket Poison
Poison Electro Wizard
Rocket Electro Wizard Poison
Poison Rocket
Rocket Poison Electro Wizard
Rocket Poison
Electro Wizard Rocket Skeleton Army
Rocket Poison Electro Wizard Ram Rider
Poison Rocket Electro Wizard
Poison
Rocket Poison
Rocket Poison Electro Wizard
Rocket Poison Electro Wizard
Poison Rocket Royal Ghost Electro Wizard

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