My Best Clash Royale Deck

Deck Check Rating

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

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 splash!

You don't have a card, that attacks air and has splash 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Mega Minion

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

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 Mega Minion Goblin Cage Giant Dark Prince Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Rage

Punishments

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

Royal Giant Giant Dark Prince

Pump responses

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

Missing

Dropped at the bridge

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

Royal Giant Giant Dark Prince 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.

Dark Prince 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
Royal Giant Giant Guards Dark Prince Giant Skeleton
Giant Snowball
Mega Minion Guards
Zap
Royal Giant Guards Dark Prince
Barbarian Barrel
Goblin Cage Guards Dark Prince Giant Skeleton
The Log
Royal Giant Goblin Cage Guards Dark Prince Giant Skeleton
Earthquake
Goblin Cage Guards
Arrows
Guards
Royal Delivery
Mega Minion Goblin Cage Guards Dark Prince Giant Skeleton
Fireball
Mega Minion Goblin Cage
Poison
Mega Minion Goblin Cage Guards
Lightning
Mega Minion Goblin Cage Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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.

Mega Minion Rage Guards Dark Prince 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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Mega Minion Guards Goblin Cage Dark Prince Giant Royal Giant Giant Skeleton

Shortest cycle

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

12 Rage Mega Minion Guards Goblin Cage

Attack Synergies 3 11

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
Mega Minion Guards Dark Prince Giant Skeleton
Mega Minion
Giant Royal Giant Giant Skeleton
Goblin Cage
Giant Dark Prince Giant Skeleton
Giant
Mega Minion Rage Dark Prince Goblin Cage Guards
Rage
Giant Dark Prince Giant Skeleton
Guards
Royal Giant Giant
Dark Prince
Giant Royal Giant Goblin Cage Rage
Giant Skeleton
Royal Giant Mega Minion Goblin Cage Rage

Defense Synergies 0 6

Royal Giant
Mega Minion
Goblin Cage Guards Dark Prince Giant Skeleton
Goblin Cage
Mega Minion Guards
Giant
Rage
Guards
Mega Minion Goblin Cage Giant Skeleton
Dark Prince
Mega Minion
Giant Skeleton
Mega Minion 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.

Mega Minion Goblin Cage
Mega Minion Goblin Cage Dark Prince
Goblin Cage Mega Minion Dark Prince Giant Skeleton
Goblin Cage Mega Minion Guards Dark Prince
Goblin Cage Dark Prince Giant Skeleton
Mega Minion Guards Dark Prince
Mega Minion Goblin Cage
Goblin Cage Giant Skeleton
Goblin Cage
Guards Dark Prince Giant Skeleton
Guards Mega Minion Dark Prince Giant Skeleton
Mega Minion
Goblin Cage Guards Dark Prince Giant Skeleton
Mega Minion Goblin Cage Guards Dark Prince
Goblin Cage
Goblin Cage
Goblin Cage Dark Prince
Goblin Cage Mega Minion Guards Dark Prince
Goblin Cage Mega Minion Guards Dark Prince Giant Skeleton
Goblin Cage
Dark Prince Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Goblin Cage Dark Prince Giant Skeleton
Mega Minion
Guards Giant Skeleton Goblin Cage Dark Prince
Guards Dark Prince Giant Skeleton Goblin Cage
Giant Skeleton Goblin Cage Guards Dark Prince
Guards Dark Prince Mega Minion Goblin Cage Giant Skeleton
Giant Skeleton Goblin Cage Dark Prince
Goblin Cage Giant Skeleton Mega Minion Dark Prince
Mega Minion Goblin Cage Guards
Mega Minion Goblin Cage Guards Dark Prince Giant Skeleton
Goblin Cage Guards Dark Prince Giant Skeleton
Dark Prince Giant Skeleton Goblin Cage Guards
Goblin Cage
Guards Mega Minion Goblin Cage Dark Prince Giant Skeleton
Mega Minion Goblin Cage Dark Prince 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.)

Guards Giant Skeleton
Giant Skeleton
Guards Dark Prince Giant Skeleton
Dark Prince
Mega Minion
Guards
Dark Prince
Mega Minion Dark Prince
Giant Skeleton
Dark Prince
Mega Minion
Mega Minion Guards
Mega Minion
Giant Skeleton
Guards Dark Prince
Mega Minion
Mega Minion Dark Prince
Giant Skeleton
Mega Minion Dark Prince
Guards Giant Skeleton
Dark Prince Giant Skeleton

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