My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Wizard Electro Wizard

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 Wizard Balloon Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Royal Giant Balloon Lava Hound

Damage spells

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

Poison

Punishments

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

Royal Giant Balloon

Pump responses

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

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 Balloon Lava Hound

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.

Balloon Electro Wizard

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 Guards Skeleton Army Balloon Lava Hound
Giant Snowball
Guards Skeleton Army Balloon Lava Hound
Zap
Royal Giant Guards Skeleton Army Balloon Lava Hound
Barbarian Barrel
Wizard Guards Skeleton Army Electro Wizard
The Log
Royal Giant Guards Skeleton Army
Earthquake
Guards Skeleton Army
Arrows
Guards Skeleton Army Lava Hound
Royal Delivery
Wizard Guards Skeleton Army Balloon Electro Wizard Lava Hound
Fireball
Wizard Skeleton Army Balloon Electro Wizard Lava Hound
Poison
Wizard Guards Skeleton Army Balloon Electro Wizard Lava Hound
Lightning
Wizard Balloon Electro Wizard
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison

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.

Guards Skeleton Army Poison

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.

Wizard Electro Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Skeleton Army Poison Electro Wizard Wizard Balloon Royal Giant Lava Hound

Shortest cycle

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

14 Guards Skeleton Army Poison Electro Wizard

Attack Synergies 3 8

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 Wizard Guards Electro Wizard
Wizard
Royal Giant Balloon
Guards
Royal Giant Lava Hound
Skeleton Army
Lava Hound
Poison
Royal Giant Lava Hound Balloon
Balloon
Lava Hound Wizard Poison Electro Wizard
Electro Wizard
Royal Giant Balloon
Lava Hound
Poison Balloon Guards Skeleton Army

Defense Synergies 0 8

Royal Giant
Wizard
Guards Skeleton Army Electro Wizard
Guards
Wizard Skeleton Army Poison Electro Wizard
Skeleton Army
Wizard Guards Electro Wizard
Poison
Guards Electro Wizard
Balloon
Electro Wizard
Wizard Guards Skeleton Army Poison
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.

Wizard Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Guards Electro Wizard
Skeleton Army Poison
Skeleton Army Guards Electro Wizard
Electro Wizard Wizard Poison
Poison Electro Wizard
Skeleton Army
Guards Skeleton Army Electro Wizard
Guards Skeleton Army Poison Electro Wizard Wizard
Wizard Poison Electro Wizard
Skeleton Army Wizard Guards Electro Wizard
Wizard Skeleton Army Guards Poison Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Wizard Skeleton Army Poison Electro Wizard
Wizard Guards Skeleton Army Electro Wizard
Wizard Poison Guards Electro Wizard
Electro Wizard
Wizard Skeleton Army Guards Poison Electro Wizard

Counters to secondary win conditions

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

Guards Skeleton Army Electro Wizard
Poison Electro Wizard Wizard
Guards Skeleton Army Electro Wizard
Guards Skeleton Army Electro Wizard
Guards Skeleton Army
Wizard Poison Electro Wizard
Guards Skeleton Army Electro Wizard
Skeleton Army
Electro Wizard Skeleton Army Poison
Guards Skeleton Army
Guards
Skeleton Army Guards Poison Electro Wizard
Skeleton Army Wizard Guards
Wizard Skeleton Army
Guards Skeleton Army Electro Wizard Poison
Poison Wizard 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 Guards
Poison Electro Wizard
Poison
Guards Poison
Wizard Poison
Wizard Poison
Wizard Poison
Poison Wizard
Poison Wizard
Guards Poison Electro Wizard
Poison Wizard Electro Wizard
Poison Wizard
Poison
Poison
Poison
Wizard Poison
Wizard Poison
Poison
Wizard Poison Electro Wizard
Wizard Poison
Poison
Wizard Poison
Poison
Poison Wizard
Poison Wizard Electro Wizard
Wizard Poison
Poison
Poison Wizard Electro Wizard
Electro Wizard Wizard Guards Poison
Poison Wizard
Poison Electro Wizard
Wizard Poison
Electro Wizard Guards Skeleton Army
Poison Wizard Electro Wizard
Poison Wizard Electro Wizard
Wizard Poison
Poison
Guards Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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