My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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!
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.

Executioner

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.

Prince Executioner Giant Skeleton Golem

Offensive cards

Win conditions

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

Golem

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 Prince

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 Prince Giant Skeleton Golem

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 Giant Skeleton Golem

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 Guards Prince Giant Skeleton
Giant Snowball
Guards
Zap
Guards Prince
Barbarian Barrel
Elite Barbarians Guards Executioner Giant Skeleton
The Log
Elite Barbarians Guards Prince Giant Skeleton
Earthquake
Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Guards Prince Executioner Giant Skeleton
Fireball
Elite Barbarians Executioner
Poison
Guards Executioner
Lightning
Elite Barbarians Prince Executioner
Rocket
Elite Barbarians Prince Executioner

Against air swarms

Spells and units that can counter air swarms.

Fireball Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Executioner

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.

Guards Prince Executioner Giant Skeleton Golem

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

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.

Mirror Guards Fireball Prince Executioner Elite Barbarians Giant Skeleton Golem

Shortest cycle

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

12 Mirror Guards Fireball Prince

Attack Synergies 2 4

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
Fireball
Mirror Golem Elite Barbarians
Mirror
Fireball Giant Skeleton
Guards
Prince
Golem
Executioner
Golem
Giant Skeleton
Mirror
Golem
Fireball Prince Executioner

Defense Synergies 1 6

Elite Barbarians
Fireball
Mirror
Mirror
Fireball Executioner
Guards
Prince Executioner Giant Skeleton
Prince
Guards Executioner
Executioner
Mirror Guards Prince Giant Skeleton
Giant Skeleton
Guards Executioner
Golem

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 Executioner
Elite Barbarians Prince Executioner
Prince Elite Barbarians Executioner Giant Skeleton
Elite Barbarians Prince Guards
Elite Barbarians Fireball Prince Giant Skeleton
Fireball Guards Executioner
Fireball Executioner
Fireball Giant Skeleton
Elite Barbarians Prince
Elite Barbarians Guards Prince Giant Skeleton
Guards Executioner Fireball Giant Skeleton
Executioner Fireball
Prince Elite Barbarians Fireball Guards Giant Skeleton
Fireball Executioner Guards Prince
Elite Barbarians Prince
Elite Barbarians Fireball Prince
Elite Barbarians Fireball Prince Executioner
Fireball Elite Barbarians Guards Prince Executioner
Executioner Fireball Guards Giant Skeleton
Elite Barbarians Prince
Elite Barbarians Fireball Guards Prince Executioner Giant Skeleton

Counters to secondary win conditions

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

Guards Elite Barbarians Fireball Prince Giant Skeleton
Fireball Elite Barbarians Prince Executioner
Guards Giant Skeleton Elite Barbarians Prince
Guards Prince Giant Skeleton Elite Barbarians Fireball
Giant Skeleton Elite Barbarians Guards Prince Executioner
Fireball Executioner
Guards Prince Elite Barbarians Fireball Giant Skeleton
Giant Skeleton Elite Barbarians Prince
Giant Skeleton Elite Barbarians Fireball Prince
Guards
Elite Barbarians Guards Prince Giant Skeleton
Elite Barbarians Fireball Guards Prince Giant Skeleton
Elite Barbarians Prince Giant Skeleton Fireball Guards Executioner
Fireball Executioner
Elite Barbarians Guards Fireball Prince Executioner Giant Skeleton
Executioner Elite Barbarians Fireball 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 Guards Giant Skeleton
Fireball Executioner
Fireball Giant Skeleton
Fireball Guards Prince Giant Skeleton
Fireball Executioner
Fireball Executioner
Executioner
Fireball Executioner
Fireball
Elite Barbarians Fireball Guards Prince
Fireball Prince
Fireball Executioner
Elite Barbarians Fireball Executioner
Fireball
Elite Barbarians Fireball Prince
Fireball Executioner
Fireball Executioner
Fireball
Fireball Prince Executioner
Fireball
Fireball Prince Giant Skeleton
Fireball
Prince
Fireball
Fireball Executioner
Fireball Executioner
Fireball Prince
Fireball
Elite Barbarians Fireball Executioner
Fireball Guards
Elite Barbarians Fireball
Fireball
Fireball
Prince Giant Skeleton
Fireball
Fireball Guards Prince
Fireball Executioner
Fireball
Fireball Prince Executioner
Fireball Executioner
Fireball Giant Skeleton
Elite Barbarians Prince Executioner
Elite Barbarians Fireball Guards Giant Skeleton
Fireball Executioner
Fireball Prince Executioner Giant Skeleton

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