My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Skeleton Dragons Three Musketeers Electro Dragon

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.

Skeleton Dragons Battle Ram Giant Elixir Collector Three Musketeers Electro Dragon

Offensive cards

Win conditions

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

Battle Ram Giant Three Musketeers

Damage spells

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

Earthquake

Punishments

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

Battle Ram Giant

Pump responses

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

Earthquake Elixir Collector

Dropped at the bridge

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

Battle Ram 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.

Electro Dragon

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
Battle Ram Giant Three Musketeers Guards
Giant Snowball
Skeleton Dragons Battle Ram Three Musketeers Guards Electro Dragon
Zap
Battle Ram Three Musketeers Guards
Barbarian Barrel
Battle Ram Three Musketeers Guards
The Log
Battle Ram Three Musketeers Guards
Earthquake
Elixir Collector Guards
Arrows
Skeleton Dragons Guards
Royal Delivery
Skeleton Dragons Battle Ram Three Musketeers Guards Electro Dragon
Fireball
Skeleton Dragons Battle Ram Elixir Collector Three Musketeers Electro Dragon
Poison
Skeleton Dragons Elixir Collector Three Musketeers Guards Electro Dragon
Lightning
Skeleton Dragons Battle Ram Elixir Collector Three Musketeers Electro Dragon
Rocket
Elixir Collector Three Musketeers Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Earthquake Electro Dragon

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.

Battle Ram Elixir Collector Guards

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.

Three Musketeers

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.

Earthquake Guards Skeleton Dragons Battle Ram Giant Electro Dragon Elixir Collector Three Musketeers

Shortest cycle

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

14 Earthquake Guards Skeleton Dragons Battle Ram

Attack Synergies 2 7

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.

Skeleton Dragons
Giant Three Musketeers
Earthquake
Giant Battle Ram
Battle Ram
Earthquake Three Musketeers
Giant
Earthquake Electro Dragon Skeleton Dragons Three Musketeers Guards
Elixir Collector
Three Musketeers
Skeleton Dragons Battle Ram Giant Guards
Guards
Giant Three Musketeers
Electro Dragon
Giant

Defense Synergies 0 4

Skeleton Dragons
Earthquake Guards Electro Dragon
Earthquake
Skeleton Dragons
Battle Ram
Giant
Elixir Collector
Three Musketeers
Guards
Skeleton Dragons Electro Dragon
Electro Dragon
Skeleton Dragons Guards

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.

Earthquake Skeleton Dragons Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Three Musketeers Skeleton Dragons Electro Dragon
Three Musketeers Skeleton Dragons Guards Electro Dragon
Earthquake
Skeleton Dragons Earthquake Guards Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Earthquake Skeleton Dragons Electro Dragon
Three Musketeers
Guards
Skeleton Dragons Guards Earthquake Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Skeleton Dragons Earthquake Three Musketeers Guards Electro Dragon
Three Musketeers Skeleton Dragons Earthquake Guards Electro Dragon
Three Musketeers
Three Musketeers
Three Musketeers Skeleton Dragons Electro Dragon
Skeleton Dragons Three Musketeers Guards Electro Dragon
Earthquake Skeleton Dragons Guards Electro Dragon
Three Musketeers
Skeleton Dragons Earthquake Guards Electro Dragon

Counters to secondary win conditions

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

Guards
Skeleton Dragons Electro Dragon
Guards Electro Dragon
Guards
Three Musketeers Guards
Skeleton Dragons Three Musketeers Electro Dragon
Guards
Electro Dragon Skeleton Dragons
Skeleton Dragons Three Musketeers Guards
Guards Electro Dragon
Guards
Three Musketeers Guards
Skeleton Dragons Three Musketeers Electro Dragon
Guards Electro Dragon Skeleton Dragons Three Musketeers
Skeleton Dragons Earthquake Electro Dragon

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.)

Earthquake Skeleton Dragons Guards Electro Dragon
Skeleton Dragons Electro Dragon
Earthquake Skeleton Dragons Electro Dragon
Earthquake Skeleton Dragons Guards
Skeleton Dragons Earthquake
Skeleton Dragons Electro Dragon
Skeleton Dragons Earthquake
Earthquake Skeleton Dragons Electro Dragon
Skeleton Dragons Electro Dragon
Three Musketeers Guards Electro Dragon
Skeleton Dragons Earthquake Electro Dragon
Skeleton Dragons Electro Dragon
Earthquake Skeleton Dragons Three Musketeers
Earthquake Skeleton Dragons Electro Dragon
Earthquake Skeleton Dragons
Earthquake Skeleton Dragons Three Musketeers Electro Dragon
Earthquake Skeleton Dragons Three Musketeers Electro Dragon
Earthquake Three Musketeers
Skeleton Dragons
Skeleton Dragons Earthquake Three Musketeers Electro Dragon
Skeleton Dragons Earthquake Electro Dragon
Skeleton Dragons Earthquake
Skeleton Dragons
Earthquake Skeleton Dragons Electro Dragon
Earthquake Skeleton Dragons Electro Dragon
Skeleton Dragons Earthquake Electro Dragon
Skeleton Dragons Electro Dragon
Skeleton Dragons
Skeleton Dragons Electro Dragon
Electro Dragon Skeleton Dragons Guards
Skeleton Dragons Earthquake Electro Dragon
Skeleton Dragons Electro Dragon
Earthquake
Earthquake Guards Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Skeleton Dragons Earthquake Electro Dragon
Skeleton Dragons Three Musketeers Electro Dragon
Electro Dragon Skeleton Dragons Guards
Skeleton Dragons Electro Dragon
Electro Dragon

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