My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Battle Ram Electro Dragon Golem

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Golem

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram Royal Hogs

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.

Heal Spirit Battle Ram Royal Hogs 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.

Royal Hogs Electro Dragon 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
Battle Ram Royal Hogs Skeleton Army
Giant Snowball
Battle Ram Royal Hogs Skeleton Army Electro Dragon
Zap
Battle Ram Royal Hogs Skeleton Army
Barbarian Barrel
Heal Spirit Battle Ram Royal Hogs Skeleton Army
The Log
Heal Spirit Battle Ram Royal Hogs Skeleton Army
Earthquake
Royal Hogs Skeleton Army
Arrows
Heal Spirit Royal Hogs Skeleton Army
Royal Delivery
Heal Spirit Battle Ram Royal Hogs Skeleton Army Electro Dragon
Fireball
Battle Ram Royal Hogs Skeleton Army Electro Dragon
Poison
Royal Hogs Skeleton Army Electro Dragon
Lightning
Battle Ram Electro Dragon
Rocket
Royal Hogs Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Electro 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.

Arrows Heal Spirit Battle Ram Skeleton Army 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.

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Arrows Skeleton Army Fireball Battle Ram Royal Hogs Electro Dragon Golem

Shortest cycle

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

11 Heal Spirit Arrows Skeleton Army Fireball

Attack Synergies 6 6

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.

Arrows
Fireball Royal Hogs Golem Battle Ram
Heal Spirit
Royal Hogs Battle Ram Electro Dragon
Fireball
Arrows Golem Battle Ram Royal Hogs
Battle Ram
Arrows Heal Spirit Fireball Royal Hogs
Royal Hogs
Arrows Heal Spirit Fireball Battle Ram
Skeleton Army
Electro Dragon
Golem Heal Spirit
Golem
Arrows Fireball Electro Dragon

Defense Synergies 0 2

Arrows
Fireball
Heal Spirit
Fireball
Arrows
Battle Ram
Royal Hogs
Skeleton Army
Electro Dragon
Electro Dragon
Skeleton Army
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 Electro Dragon
Skeleton Army Electro Dragon
Skeleton Army Electro Dragon
Skeleton Army Electro Dragon
Arrows Fireball Skeleton Army
Arrows Fireball Skeleton Army Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Skeleton Army
Skeleton Army
Skeleton Army Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Skeleton Army Fireball Electro Dragon
Fireball Skeleton Army Arrows Electro Dragon
Skeleton Army
Skeleton Army Fireball
Arrows Fireball Skeleton Army Electro Dragon
Arrows Fireball Skeleton Army Electro Dragon
Arrows Fireball Electro Dragon
Skeleton Army Arrows Fireball Electro Dragon

Counters to secondary win conditions

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

Skeleton Army Fireball
Fireball Arrows Electro Dragon
Skeleton Army Electro Dragon
Skeleton Army Fireball
Skeleton Army
Arrows Fireball Electro Dragon
Skeleton Army Fireball
Skeleton Army
Electro Dragon Fireball Skeleton Army
Skeleton Army
Electro Dragon
Skeleton Army Arrows Fireball
Skeleton Army Fireball
Fireball Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Fireball
Arrows Fireball 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.)

Fireball Arrows Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Fireball Arrows
Arrows Fireball Electro Dragon
Arrows
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Arrows Electro Dragon
Fireball
Arrows Fireball Electro Dragon
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Arrows Electro Dragon
Fireball Arrows
Arrows Fireball Electro Dragon
Electro Dragon Fireball
Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Fireball Skeleton Army Electro Dragon
Fireball Arrows Electro Dragon
Arrows Fireball
Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Electro Dragon
Electro Dragon Fireball
Fireball Electro Dragon
Electro Dragon Fireball

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