My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Dragon Magic Archer

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.

Elixir Golem Baby Dragon Electro Dragon Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball Tornado

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.

Fireball

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 Baby Dragon Giant Skeleton Magic Archer

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 Giant Skeleton Magic Archer

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 Giant Skeleton
Giant Snowball
Baby Dragon Electro Dragon
Zap
Barbarian Barrel
Elixir Golem Giant Skeleton Magic Archer
The Log
Elixir Golem Giant Skeleton
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Battle Healer Baby Dragon Electro Dragon Giant Skeleton Magic Archer
Fireball
Elixir Golem Battle Healer Baby Dragon Electro Dragon Magic Archer
Poison
Elixir Golem Battle Healer Electro Dragon Magic Archer
Lightning
Battle Healer Baby Dragon Electro Dragon Magic Archer
Rocket
Battle Healer Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Baby Dragon Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Baby Dragon Electro Dragon Magic Archer

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.

Elixir Golem Battle Healer Tornado Baby Dragon 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.

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.

Elixir Golem Tornado Baby Dragon Battle Healer Fireball Magic Archer Electro Dragon Giant Skeleton

Shortest cycle

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

14 Elixir Golem Tornado Baby Dragon Battle Healer

Attack Synergies 6 17

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.

Baby Dragon
Battle Healer Tornado Elixir Golem Fireball Giant Skeleton Electro Dragon
Battle Healer
Baby Dragon Elixir Golem Electro Dragon Giant Skeleton Magic Archer Tornado
Elixir Golem
Battle Healer Baby Dragon Fireball Magic Archer Tornado Electro Dragon
Fireball
Tornado Baby Dragon Elixir Golem Magic Archer
Giant Skeleton
Baby Dragon Battle Healer Magic Archer Tornado Electro Dragon
Magic Archer
Tornado Battle Healer Elixir Golem Fireball Giant Skeleton Electro Dragon
Tornado
Baby Dragon Fireball Magic Archer Battle Healer Elixir Golem Giant Skeleton Electro Dragon
Electro Dragon
Battle Healer Baby Dragon Elixir Golem Giant Skeleton Magic Archer Tornado

Defense Synergies 4 11

Baby Dragon
Battle Healer Giant Skeleton Tornado Electro Dragon
Battle Healer
Baby Dragon Electro Dragon Fireball Giant Skeleton Magic Archer Tornado
Elixir Golem
Fireball
Tornado Battle Healer
Giant Skeleton
Baby Dragon Battle Healer Magic Archer Tornado Electro Dragon
Magic Archer
Tornado Battle Healer Giant Skeleton
Tornado
Fireball Magic Archer Baby Dragon Battle Healer Giant Skeleton Electro Dragon
Electro Dragon
Battle Healer Baby Dragon Giant Skeleton Tornado

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.

Baby Dragon Fireball Magic Archer Electro Dragon
Battle Healer Electro Dragon
Tornado Giant Skeleton Electro Dragon
Electro Dragon
Battle Healer Fireball Giant Skeleton Tornado
Fireball Tornado Baby Dragon Magic Archer Electro Dragon
Tornado Baby Dragon Fireball Magic Archer Electro Dragon
Baby Dragon Battle Healer Fireball Giant Skeleton Magic Archer Electro Dragon
Tornado
Tornado Battle Healer Giant Skeleton
Baby Dragon Fireball Giant Skeleton Magic Archer Tornado Electro Dragon
Baby Dragon Fireball Magic Archer Tornado Electro Dragon
Battle Healer Fireball Giant Skeleton Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Tornado Fireball
Fireball Tornado Electro Dragon
Fireball Baby Dragon Battle Healer Magic Archer Tornado Electro Dragon
Baby Dragon Tornado Battle Healer Fireball Giant Skeleton Magic Archer Electro Dragon
Tornado
Baby Dragon Battle Healer Fireball Giant Skeleton Electro Dragon

Counters to secondary win conditions

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

Battle Healer Fireball Giant Skeleton
Fireball Baby Dragon Battle Healer Magic Archer Electro Dragon
Giant Skeleton Battle Healer Electro Dragon
Giant Skeleton Battle Healer Fireball Tornado
Giant Skeleton Battle Healer
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Battle Healer Fireball Giant Skeleton
Giant Skeleton Battle Healer
Giant Skeleton Electro Dragon Baby Dragon Fireball Magic Archer Tornado
Giant Skeleton Electro Dragon
Fireball Giant Skeleton Tornado
Giant Skeleton Fireball
Baby Dragon Fireball Magic Archer Electro Dragon
Electro Dragon Baby Dragon Battle Healer Fireball Giant Skeleton Magic Archer Tornado
Baby Dragon Battle Healer Fireball Giant Skeleton Magic Archer 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 Magic Archer Baby Dragon Giant Skeleton Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Baby Dragon Fireball Giant Skeleton Magic Archer Electro Dragon
Fireball Giant Skeleton
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Baby Dragon Magic Archer Tornado
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Fireball Tornado Electro Dragon
Fireball Tornado Electro Dragon
Fireball Magic Archer Tornado Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Baby Dragon Fireball Magic Archer
Baby Dragon Fireball Magic Archer Electro Dragon
Baby Dragon Fireball Magic Archer
Baby Dragon Fireball Magic Archer Electro Dragon
Magic Archer Baby Dragon Fireball Electro Dragon
Fireball Tornado
Baby Dragon Fireball Magic Archer Electro Dragon
Baby Dragon Fireball Magic Archer Tornado Electro Dragon
Baby Dragon Fireball Giant Skeleton Magic Archer
Fireball Tornado
Tornado
Baby Dragon Fireball Electro Dragon
Tornado Baby Dragon Fireball Magic Archer Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Fireball Baby Dragon Magic Archer Tornado
Baby Dragon Fireball Magic Archer Tornado Electro Dragon
Electro Dragon Fireball
Fireball
Fireball Magic Archer Electro Dragon
Fireball Magic Archer Electro Dragon
Giant Skeleton
Fireball Magic Archer
Fireball Magic Archer Electro Dragon
Fireball Baby Dragon Magic Archer Tornado Electro Dragon
Fireball
Fireball Baby Dragon Magic Archer Electro Dragon
Baby Dragon Fireball Magic Archer Electro Dragon
Fireball Giant Skeleton Tornado
Electro Dragon
Electro Dragon Baby Dragon Fireball Giant Skeleton Magic Archer Tornado
Fireball Magic Archer Tornado Electro Dragon
Electro Dragon Baby Dragon Fireball Giant Skeleton Magic Archer Tornado

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