My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bowler Electro Giant Inferno Dragon

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Tornado Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Barbarians 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
Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Barbarians Bomb Tower
The Log
Barbarians
Earthquake
Barbarians Bomb Tower
Arrows
Royal Delivery
Barbarians Bowler Inferno Dragon
Fireball
Barbarians Bomb Tower Bowler Inferno Dragon
Poison
Barbarians Bomb Tower
Lightning
Bomb Tower Bowler Inferno Dragon
Rocket
Barbarians Bomb Tower Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Tornado Bowler Electro Giant

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.

Arrows Tornado Bowler Electro Giant Inferno Dragon

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.

Barbarians

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.

Arrows Tornado Bomb Tower Inferno Dragon Barbarians Bowler Lightning Electro Giant

Shortest cycle

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

14 Arrows Tornado Bomb Tower Inferno Dragon

Attack Synergies 2 5

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
Bowler Lightning
Barbarians
Bomb Tower
Tornado
Electro Giant Bowler
Bowler
Arrows Tornado Lightning
Lightning
Electro Giant Arrows Bowler
Electro Giant
Tornado Lightning Inferno Dragon
Inferno Dragon
Electro Giant

Defense Synergies 2 8

Arrows
Barbarians Bomb Tower Tornado Bowler Lightning
Barbarians
Arrows
Bomb Tower
Tornado Arrows
Tornado
Bomb Tower Bowler Arrows Electro Giant Inferno Dragon
Bowler
Tornado Arrows
Lightning
Arrows
Electro Giant
Tornado Inferno Dragon
Inferno Dragon
Tornado 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.

Bowler Lightning
Barbarians Bomb Tower Inferno Dragon
Barbarians Bomb Tower Tornado Bowler Lightning Inferno Dragon
Barbarians Bomb Tower Inferno Dragon Bowler
Lightning Arrows Barbarians Bomb Tower Tornado Bowler
Arrows Tornado Bowler Bomb Tower
Tornado Lightning Inferno Dragon Arrows Bomb Tower
Bowler Lightning Arrows Barbarians Bomb Tower Electro Giant
Barbarians Inferno Dragon Bomb Tower Tornado
Tornado Barbarians Bowler
Barbarians Arrows Bomb Tower Tornado Bowler Electro Giant
Arrows Inferno Dragon Tornado
Barbarians Bomb Tower Bowler Lightning
Bomb Tower Bowler Arrows Barbarians Tornado
Barbarians Inferno Dragon Bomb Tower
Barbarians Bomb Tower Tornado Bowler Lightning Electro Giant Inferno Dragon
Barbarians Bomb Tower Arrows Tornado Bowler
Arrows Bomb Tower Barbarians Tornado Bowler
Arrows Bomb Tower Tornado Barbarians Bowler Inferno Dragon
Barbarians Bomb Tower Tornado Inferno Dragon
Bowler Arrows Barbarians Bomb Tower Electro Giant

Counters to secondary win conditions

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

Barbarians Bowler Electro Giant
Arrows Bomb Tower Bowler Lightning Inferno Dragon
Barbarians Bomb Tower Bowler Lightning
Bowler Lightning Barbarians Tornado
Barbarians Bowler Inferno Dragon
Arrows Electro Giant Bomb Tower Tornado
Barbarians Bomb Tower Bowler Lightning
Barbarians Bomb Tower Inferno Dragon
Lightning Barbarians Bomb Tower Tornado Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Barbarians Bomb Tower Bowler
Lightning Arrows Barbarians Tornado Bowler Electro Giant
Barbarians Bowler Lightning Bomb Tower
Barbarians Bomb Tower Bowler Electro Giant
Barbarians Electro Giant Bomb Tower Tornado Bowler Lightning Inferno Dragon
Arrows Bowler Barbarians Bomb Tower Electro Giant Inferno 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.)

Lightning Arrows
Arrows Tornado Bowler
Lightning Arrows
Lightning Arrows Barbarians
Arrows Bowler
Arrows Electro Giant Tornado
Arrows Tornado Bowler
Arrows Tornado Bowler Lightning
Arrows Tornado Lightning
Lightning Tornado Bowler
Lightning Arrows Tornado Bowler
Lightning Arrows Tornado
Lightning Bowler
Lightning Arrows
Lightning Arrows
Lightning Arrows Bowler
Lightning Arrows Bowler
Lightning Arrows Tornado
Lightning
Lightning Arrows Bowler
Lightning Arrows Tornado Bowler Electro Giant
Lightning Bowler
Lightning Arrows Tornado
Tornado Bowler Lightning
Lightning Arrows Barbarians
Arrows Tornado Electro Giant Bowler
Inferno Dragon
Arrows Tornado Bowler Lightning
Lightning Arrows Tornado Bowler
Lightning Arrows Tornado
Lightning Arrows Tornado Electro Giant
Lightning Electro Giant
Lightning Bowler
Lightning Arrows
Lightning Arrows
Arrows Bowler Lightning
Lightning Barbarians
Lightning Arrows Tornado
Arrows
Lightning Bowler
Arrows Bowler Lightning
Lightning Arrows Tornado Electro Giant
Electro Giant Tornado Bowler Lightning
Tornado Lightning
Lightning Tornado Bowler Electro Giant

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