My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Electro Wizard 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.

Royal Giant Balloon Golem Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant Hog Rider Balloon Golem

Damage spells

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

Missing

Punishments

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

Royal Giant Hog Rider Balloon

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.

Minion Horde Royal Giant Heal Spirit Hog Rider Balloon Golem 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.

Hog Rider Balloon Golem Electro Wizard 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
Minion Horde Royal Giant Hog Rider Balloon
Giant Snowball
Minion Horde Hog Rider Balloon
Zap
Minion Horde Royal Giant Balloon
Barbarian Barrel
Heal Spirit Electro Wizard Magic Archer
The Log
Royal Giant Heal Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Minion Horde Heal Spirit
Royal Delivery
Minion Horde Heal Spirit Hog Rider Balloon Electro Wizard Magic Archer
Fireball
Minion Horde Hog Rider Balloon Electro Wizard Magic Archer
Poison
Minion Horde Balloon Electro Wizard Magic Archer
Lightning
Balloon Electro Wizard Magic Archer
Rocket
Minion Horde Hog Rider Balloon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Heal Spirit 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.

Royal Giant

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.

Minion Horde Heal Spirit Electro 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.

Heal Spirit Hog Rider Electro Wizard Magic Archer Minion Horde Balloon Royal Giant Golem

Shortest cycle

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

13 Heal Spirit Hog Rider Electro Wizard Magic Archer

Attack Synergies 2 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.

Minion Horde
Royal Giant Heal Spirit Hog Rider Golem
Royal Giant
Heal Spirit Minion Horde Hog Rider Electro Wizard Magic Archer
Heal Spirit
Royal Giant Balloon Minion Horde Hog Rider
Hog Rider
Minion Horde Royal Giant Heal Spirit Balloon Electro Wizard Magic Archer
Balloon
Heal Spirit Hog Rider Golem Electro Wizard Magic Archer
Golem
Minion Horde Balloon Electro Wizard Magic Archer
Electro Wizard
Royal Giant Hog Rider Balloon Golem Magic Archer
Magic Archer
Royal Giant Hog Rider Balloon Golem Electro Wizard

Defense Synergies 0 1

Minion Horde
Royal Giant
Heal Spirit
Hog Rider
Balloon
Golem
Electro Wizard
Magic Archer
Magic Archer
Electro 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.

Minion Horde Electro Wizard Magic Archer
Minion Horde Electro Wizard
Minion Horde Electro Wizard
Minion Horde Electro Wizard
Electro Wizard Magic Archer
Minion Horde Electro Wizard Magic Archer
Electro Wizard Magic Archer
Minion Horde
Minion Horde Electro Wizard
Minion Horde Electro Wizard Magic Archer
Minion Horde Electro Wizard Magic Archer
Minion Horde Electro Wizard
Minion Horde Electro Wizard Magic Archer
Minion Horde Electro Wizard
Minion Horde Electro Wizard
Minion Horde Electro Wizard
Minion Horde Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard
Minion Horde Electro Wizard

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Magic Archer
Minion Horde Electro Wizard
Minion Horde Electro Wizard
Minion Horde
Minion Horde Electro Wizard Magic Archer
Minion Horde Electro Wizard
Minion Horde
Minion Horde Electro Wizard Magic Archer
Minion Horde
Minion Horde
Electro Wizard
Minion Horde
Minion Horde Magic Archer
Electro Wizard Minion Horde Magic Archer
Minion Horde Electro Wizard Magic Archer

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.)

Magic Archer Minion Horde
Electro Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde Magic Archer
Minion Horde Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Electro Wizard
Minion Horde Electro Wizard Magic Archer
Magic Archer
Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Magic Archer
Magic Archer Minion Horde
Minion Horde
Electro Wizard Magic Archer
Magic Archer
Minion Horde Magic Archer
Minion Horde
Magic Archer
Minion Horde
Electro Wizard Magic Archer
Magic Archer
Magic Archer
Minion Horde Electro Wizard Magic Archer
Electro Wizard Minion Horde
Minion Horde
Minion Horde Magic Archer
Minion Horde Electro Wizard Magic Archer
Minion Horde
Magic Archer
Minion Horde Electro Wizard Magic Archer
Electro Wizard Magic Archer
Minion Horde Electro Wizard Magic Archer
Magic Archer
Minion Horde
Minion Horde Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer

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