My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Baby Dragon Electro Dragon

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 Giant Elixir Collector Baby Dragon Electro Dragon Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Giant

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.

Royal Giant Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Royal Giant Giant Baby Dragon 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.

Electro Dragon 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
Royal Giant Giant Giant Skeleton
Giant Snowball
Goblins Baby Dragon Electro Dragon
Zap
Goblins Royal Giant
Barbarian Barrel
Goblins Giant Skeleton
The Log
Goblins Royal Giant Giant Skeleton
Earthquake
Elixir Collector
Arrows
Goblins
Royal Delivery
Goblins Baby Dragon Electro Dragon Giant Skeleton
Fireball
Elixir Collector Baby Dragon Electro Dragon
Poison
Elixir Collector Electro Dragon
Lightning
Elixir Collector Baby Dragon Electro Dragon
Rocket
Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Electro Dragon

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 Elixir Collector 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.

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.

Goblins

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Baby Dragon Giant Electro Dragon Royal Giant Elixir Collector Giant Skeleton

Shortest cycle

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

14 Goblins Arrows Baby Dragon Giant

Attack Synergies 3 11

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.

Goblins
Royal Giant Giant Baby Dragon
Arrows
Royal Giant Giant Giant Skeleton
Royal Giant
Arrows Goblins Baby Dragon Electro Dragon Giant Skeleton
Giant
Arrows Electro Dragon Goblins Baby Dragon
Elixir Collector
Baby Dragon
Goblins Royal Giant Giant Electro Dragon Giant Skeleton
Electro Dragon
Giant Royal Giant Baby Dragon Giant Skeleton
Giant Skeleton
Arrows Royal Giant Baby Dragon Electro Dragon

Defense Synergies 0 6

Goblins
Electro Dragon Giant Skeleton
Arrows
Giant Skeleton
Royal Giant
Giant
Elixir Collector
Baby Dragon
Electro Dragon Giant Skeleton
Electro Dragon
Goblins Baby Dragon Giant Skeleton
Giant Skeleton
Goblins Arrows Baby Dragon Electro Dragon

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 Electro Dragon
Goblins Electro Dragon
Goblins Electro Dragon Giant Skeleton
Goblins Electro Dragon
Arrows Giant Skeleton
Arrows Goblins Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon Giant Skeleton
Goblins
Goblins Giant Skeleton
Goblins Arrows Baby Dragon Electro Dragon Giant Skeleton
Arrows Baby Dragon Electro Dragon
Electro Dragon Giant Skeleton
Goblins Arrows Baby Dragon Electro Dragon
Goblins Arrows Electro Dragon
Arrows Goblins Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon Giant Skeleton
Goblins Arrows Baby Dragon Electro Dragon Giant Skeleton

Counters to secondary win conditions

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

Goblins Giant Skeleton
Arrows Baby Dragon Electro Dragon
Giant Skeleton Goblins Electro Dragon
Giant Skeleton
Giant Skeleton
Arrows Baby Dragon Electro Dragon
Goblins Giant Skeleton
Giant Skeleton
Electro Dragon Giant Skeleton Goblins Baby Dragon
Electro Dragon Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton
Baby Dragon Electro Dragon
Electro Dragon Goblins Baby Dragon Giant Skeleton
Arrows Baby Dragon Electro Dragon 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 Baby Dragon Electro Dragon Giant Skeleton
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon Giant Skeleton
Arrows Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon
Arrows Baby Dragon Electro Dragon
Arrows Electro Dragon
Goblins Electro Dragon
Arrows Electro Dragon
Arrows Baby Dragon Electro Dragon
Baby Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows Baby Dragon
Arrows Baby Dragon Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Giant Skeleton
Arrows
Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows
Baby Dragon Electro Dragon
Arrows Baby Dragon Electro Dragon
Arrows Giant Skeleton
Electro Dragon
Electro Dragon Baby Dragon Giant Skeleton
Electro Dragon
Electro Dragon Baby Dragon Giant Skeleton

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