My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard

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.

Elixir Golem Wizard Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

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

Zap

Punishments

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

Elixir Golem

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.

Elixir Golem Battle Healer Electro Giant

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
Elixir Golem Skeleton Army
Giant Snowball
Skeleton Army
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Elixir Golem Inferno Tower Wizard Skeleton Army
The Log
Elixir Golem Skeleton Army
Earthquake
Elixir Golem Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elixir Golem Battle Healer Wizard Skeleton Army
Fireball
Elixir Golem Battle Healer Inferno Tower Wizard Skeleton Army
Poison
Elixir Golem Battle Healer Inferno Tower Wizard Skeleton Army
Lightning
Battle Healer Inferno Tower Wizard
Rocket
Battle Healer Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Giant

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.

Elixir Golem Battle Healer Inferno Tower Skeleton Army Electro Giant

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.

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.

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.

Mirror Zap Elixir Golem Skeleton Army Battle Healer Inferno Tower Wizard Electro Giant

Shortest cycle

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

8 Mirror Zap Elixir Golem Skeleton Army

Attack Synergies 3 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.

Zap
Mirror Elixir Golem Battle Healer
Elixir Golem
Battle Healer Zap Wizard Mirror
Battle Healer
Elixir Golem Zap Mirror
Inferno Tower
Wizard
Elixir Golem
Mirror
Zap Electro Giant Elixir Golem Battle Healer Skeleton Army
Skeleton Army
Mirror
Electro Giant
Mirror

Defense Synergies 4 6

Zap
Mirror Battle Healer Inferno Tower Skeleton Army
Elixir Golem
Battle Healer
Mirror Zap Inferno Tower
Inferno Tower
Skeleton Army Zap Battle Healer Mirror
Wizard
Skeleton Army
Mirror
Zap Battle Healer Skeleton Army Inferno Tower
Skeleton Army
Inferno Tower Mirror Zap Wizard
Electro Giant

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.

Zap Inferno Tower Wizard
Inferno Tower Skeleton Army Zap Battle Healer
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Battle Healer Skeleton Army
Skeleton Army Zap
Inferno Tower Zap Wizard
Zap Battle Healer Inferno Tower Electro Giant
Inferno Tower Skeleton Army
Skeleton Army Battle Healer Inferno Tower
Skeleton Army Zap Wizard Electro Giant
Inferno Tower Zap Wizard
Inferno Tower Skeleton Army Zap Battle Healer Wizard
Wizard Skeleton Army Zap
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap Electro Giant
Wizard Inferno Tower Skeleton Army
Zap Battle Healer Wizard Skeleton Army
Zap Wizard Battle Healer
Inferno Tower
Wizard Skeleton Army Battle Healer Electro Giant

Counters to secondary win conditions

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

Skeleton Army Zap Battle Healer Inferno Tower Electro Giant
Zap Battle Healer Wizard
Skeleton Army Zap Battle Healer Inferno Tower
Skeleton Army Zap Battle Healer Inferno Tower
Inferno Tower Battle Healer Skeleton Army
Wizard Electro Giant Zap
Skeleton Army Battle Healer Inferno Tower
Inferno Tower Battle Healer Skeleton Army
Zap Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Zap Electro Giant
Skeleton Army Inferno Tower Wizard
Wizard Skeleton Army Electro Giant
Inferno Tower Skeleton Army Electro Giant Zap Battle Healer
Zap Battle Healer Inferno Tower Wizard Electro Giant

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.)

Zap
Wizard Zap
Wizard Electro Giant Zap
Wizard
Zap Wizard
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard
Zap Wizard Electro Giant
Wizard
Zap
Zap Electro Giant Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard Electro Giant
Zap Wizard Electro Giant
Zap Wizard
Zap
Wizard
Zap Skeleton Army
Zap Wizard
Wizard
Zap Wizard
Zap Electro Giant
Zap Electro Giant
Zap
Zap Electro Giant

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