My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Baby Dragon

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.

Wizard Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider Baby Dragon Giant Skeleton

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 Hog Rider Giant Skeleton

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 Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Hog Rider Skeleton Army Baby Dragon
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Elite Barbarians Inferno Tower Wizard Skeleton Army Giant Skeleton
The Log
Elite Barbarians Hog Rider Skeleton Army Giant Skeleton
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Hog Rider Wizard Skeleton Army Baby Dragon Giant Skeleton
Fireball
Elite Barbarians Hog Rider Inferno Tower Wizard Skeleton Army Baby Dragon
Poison
Inferno Tower Wizard Skeleton Army
Lightning
Elite Barbarians Inferno Tower Wizard Baby Dragon
Rocket
Elite Barbarians Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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 Baby Dragon Giant Skeleton

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 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Fireball Hog Rider Baby Dragon Inferno Tower Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

15 Skeleton Army Fireball Hog Rider Baby Dragon

Attack Synergies 1 9

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.

Elite Barbarians
Fireball Hog Rider Wizard
Fireball
Hog Rider Elite Barbarians Baby Dragon
Hog Rider
Fireball Elite Barbarians Wizard Baby Dragon Giant Skeleton
Inferno Tower
Wizard
Elite Barbarians Hog Rider Giant Skeleton
Skeleton Army
Baby Dragon
Fireball Hog Rider Giant Skeleton
Giant Skeleton
Hog Rider Wizard Baby Dragon

Defense Synergies 1 7

Elite Barbarians
Wizard
Fireball
Inferno Tower
Hog Rider
Inferno Tower
Skeleton Army Fireball Baby Dragon
Wizard
Elite Barbarians Skeleton Army Giant Skeleton
Skeleton Army
Inferno Tower Wizard Giant Skeleton
Baby Dragon
Inferno Tower Giant Skeleton
Giant Skeleton
Wizard Skeleton Army Baby Dragon

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.

Fireball Inferno Tower Wizard Baby Dragon
Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Elite Barbarians Giant Skeleton
Elite Barbarians Inferno Tower Skeleton Army
Elite Barbarians Fireball Skeleton Army Giant Skeleton
Fireball Skeleton Army Baby Dragon
Inferno Tower Fireball Wizard Baby Dragon
Fireball Inferno Tower Baby Dragon Giant Skeleton
Inferno Tower Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Inferno Tower Giant Skeleton
Skeleton Army Fireball Wizard Baby Dragon Giant Skeleton
Inferno Tower Fireball Wizard Baby Dragon
Inferno Tower Skeleton Army Elite Barbarians Fireball Wizard Giant Skeleton
Fireball Wizard Skeleton Army Baby Dragon
Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Elite Barbarians Fireball
Wizard Elite Barbarians Fireball Inferno Tower Skeleton Army
Fireball Elite Barbarians Wizard Skeleton Army Baby Dragon
Wizard Baby Dragon Fireball Giant Skeleton
Elite Barbarians Inferno Tower
Wizard Skeleton Army Elite Barbarians Fireball Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Fireball Inferno Tower Giant Skeleton
Fireball Elite Barbarians Wizard Baby Dragon
Skeleton Army Giant Skeleton Elite Barbarians Inferno Tower
Skeleton Army Giant Skeleton Elite Barbarians Fireball Inferno Tower
Inferno Tower Giant Skeleton Elite Barbarians Skeleton Army
Fireball Wizard Baby Dragon
Skeleton Army Elite Barbarians Fireball Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Elite Barbarians Skeleton Army
Giant Skeleton Elite Barbarians Fireball Inferno Tower Skeleton Army Baby Dragon
Inferno Tower Skeleton Army
Elite Barbarians Inferno Tower Giant Skeleton
Skeleton Army Elite Barbarians Fireball Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Fireball Inferno Tower Wizard
Wizard Fireball Skeleton Army Baby Dragon
Elite Barbarians Inferno Tower Skeleton Army Fireball Baby Dragon Giant Skeleton
Elite Barbarians Fireball Inferno Tower Wizard Baby Dragon Giant Skeleton

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 Baby Dragon Giant Skeleton
Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Fireball Giant Skeleton
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball Wizard Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon Giant Skeleton
Fireball Wizard
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Elite Barbarians Fireball Wizard Baby Dragon
Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard
Fireball
Giant Skeleton
Fireball Wizard
Fireball Skeleton Army
Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Giant Skeleton
Elite Barbarians
Elite Barbarians Fireball Baby Dragon Giant Skeleton
Fireball
Fireball Baby Dragon Giant Skeleton

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