My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats Minions Wizard

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.

Bomber Bats Elixir Golem Wizard Giant Skeleton

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.

Arrows

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.

Barbarians Elixir Golem 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.

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
Bomber Bats Minions Elixir Golem Giant Skeleton
Giant Snowball
Bomber Bats Minions Barbarians
Zap
Bomber Bats Minions
Barbarian Barrel
Bomber Barbarians Elixir Golem Wizard Giant Skeleton
The Log
Bomber Barbarians Elixir Golem Giant Skeleton
Earthquake
Bomber Barbarians Elixir Golem
Arrows
Bomber Bats Minions
Royal Delivery
Bomber Bats Minions Barbarians Elixir Golem Wizard Giant Skeleton
Fireball
Bomber Minions Barbarians Elixir Golem Wizard
Poison
Bomber Bats Minions Barbarians Elixir Golem Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard

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.

Bats Arrows Elixir Golem Giant Skeleton

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.

Minions Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Minions Elixir Golem Barbarians Wizard Giant Skeleton

Shortest cycle

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

10 Bomber Bats Arrows Minions

Attack Synergies 1 12

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.

Bomber
Bats Minions Elixir Golem Giant Skeleton
Bats
Giant Skeleton Bomber Minions Elixir Golem
Arrows
Elixir Golem Giant Skeleton
Minions
Bomber Bats Elixir Golem Giant Skeleton
Barbarians
Elixir Golem
Bomber Bats Arrows Minions Wizard
Wizard
Elixir Golem Giant Skeleton
Giant Skeleton
Bats Bomber Arrows Minions Wizard

Defense Synergies 0 7

Bomber
Bats
Bats
Bomber Minions Giant Skeleton
Arrows
Barbarians Giant Skeleton
Minions
Bats Giant Skeleton
Barbarians
Arrows
Elixir Golem
Wizard
Giant Skeleton
Giant Skeleton
Bats Arrows Minions Wizard

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.

Bomber Minions Wizard
Barbarians Bomber Bats Minions
Barbarians Bomber Bats Minions Giant Skeleton
Barbarians Bomber Bats Minions
Bomber Arrows Barbarians Giant Skeleton
Arrows Bomber Bats Minions
Bats Minions Arrows Wizard
Arrows Barbarians Giant Skeleton
Barbarians Minions
Bomber Barbarians Giant Skeleton
Bats Minions Barbarians Bomber Arrows Wizard Giant Skeleton
Arrows Minions Bats Wizard
Barbarians Bomber Bats Minions Wizard Giant Skeleton
Bomber Wizard Bats Arrows Minions Barbarians
Barbarians
Barbarians
Barbarians Wizard Bomber Bats Arrows Minions
Arrows Bomber Bats Minions Barbarians Wizard
Arrows Wizard Bomber Bats Minions Barbarians Giant Skeleton
Barbarians
Bomber Wizard Bats Arrows Minions Barbarians Giant Skeleton

Counters to secondary win conditions

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

Barbarians Giant Skeleton
Bomber Arrows Wizard
Barbarians Giant Skeleton Bats Minions
Giant Skeleton Bats Barbarians
Barbarians Giant Skeleton
Arrows Wizard Bats Minions
Bats Minions Barbarians Giant Skeleton
Giant Skeleton Barbarians
Giant Skeleton Bats Minions Barbarians
Barbarians
Bats Minions Barbarians Giant Skeleton
Arrows Barbarians Giant Skeleton
Barbarians Giant Skeleton Wizard
Wizard Bomber Barbarians
Barbarians Bomber Bats Minions Giant Skeleton
Bats Arrows Minions Bomber Barbarians Wizard 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.)

Arrows Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Barbarians Giant Skeleton
Bomber Wizard Arrows
Arrows Wizard Bats Minions
Bomber Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Minions
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Bomber Arrows Wizard
Arrows Wizard
Arrows
Bomber Bats Minions
Bomber Arrows Wizard
Bomber Arrows Wizard
Minions Giant Skeleton
Arrows Wizard
Arrows Barbarians
Arrows Bomber Wizard
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Minions Wizard
Bomber Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Bats Minions Barbarians
Arrows Wizard
Arrows
Wizard
Arrows Bomber Wizard
Arrows Giant Skeleton
Bats Minions Giant Skeleton
Bats
Giant Skeleton

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