My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Electro Dragon Ram Rider

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.

Archers Royal Giant Electro Dragon Ram Rider Lava Hound

Offensive cards

Win conditions

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

Royal Giant Ram Rider Lava Hound

Damage spells

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

Rocket

Punishments

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

Royal Giant Ram Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Royal Giant Ram Rider Lava Hound

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 Ram Rider

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
Archers Royal Giant Skeleton Army Ram Rider Lava Hound
Giant Snowball
Fire Spirit Archers Skeleton Army Electro Dragon Ram Rider Lava Hound
Zap
Fire Spirit Archers Royal Giant Skeleton Army Ram Rider Lava Hound
Barbarian Barrel
Fire Spirit Archers Skeleton Army
The Log
Fire Spirit Archers Royal Giant Skeleton Army Ram Rider
Earthquake
Archers Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army Lava Hound
Royal Delivery
Fire Spirit Archers Skeleton Army Electro Dragon Ram Rider Lava Hound
Fireball
Archers Skeleton Army Electro Dragon Ram Rider Lava Hound
Poison
Archers Skeleton Army Electro Dragon Lava Hound
Lightning
Electro Dragon Ram Rider
Rocket
Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Electro Dragon

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.

Fire Spirit Rocket Skeleton Army

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 Skeleton Army

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.

Fire Spirit Lava Hound

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.

Fire Spirit Archers Skeleton Army Electro Dragon Ram Rider Royal Giant Rocket Lava Hound

Shortest cycle

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

12 Fire Spirit Archers Skeleton Army Electro Dragon

Attack Synergies 2 9

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.

Fire Spirit
Royal Giant Ram Rider
Archers
Royal Giant Electro Dragon Ram Rider Lava Hound
Royal Giant
Fire Spirit Archers Rocket Electro Dragon
Rocket
Royal Giant Lava Hound
Skeleton Army
Lava Hound
Electro Dragon
Lava Hound Archers Royal Giant
Ram Rider
Fire Spirit Archers
Lava Hound
Electro Dragon Archers Rocket Skeleton Army

Defense Synergies 0 2

Fire Spirit
Archers
Skeleton Army
Royal Giant
Rocket
Skeleton Army
Archers Electro Dragon
Electro Dragon
Skeleton Army
Ram Rider
Lava Hound

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.

Rocket Electro Dragon Ram Rider
Skeleton Army Electro Dragon Ram Rider
Rocket Skeleton Army Ram Rider Fire Spirit Archers Electro Dragon
Skeleton Army Electro Dragon Ram Rider
Rocket Skeleton Army
Skeleton Army Fire Spirit Archers Electro Dragon
Rocket Ram Rider Fire Spirit Archers Electro Dragon
Rocket Electro Dragon Ram Rider
Skeleton Army
Skeleton Army Fire Spirit Archers
Archers Skeleton Army Electro Dragon Ram Rider
Archers Electro Dragon Ram Rider
Skeleton Army Fire Spirit Rocket Electro Dragon Ram Rider
Fire Spirit Rocket Skeleton Army Electro Dragon
Skeleton Army Ram Rider
Rocket Skeleton Army Ram Rider
Skeleton Army Electro Dragon
Fire Spirit Archers Skeleton Army Electro Dragon Ram Rider
Fire Spirit Archers Electro Dragon Ram Rider
Ram Rider
Skeleton Army Fire Spirit Archers Electro Dragon

Counters to secondary win conditions

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

Skeleton Army Archers
Archers Rocket Electro Dragon
Skeleton Army Rocket Electro Dragon Ram Rider
Rocket Skeleton Army Ram Rider
Skeleton Army Ram Rider
Fire Spirit Rocket Archers Electro Dragon Ram Rider
Rocket Skeleton Army Archers Ram Rider
Skeleton Army
Rocket Electro Dragon Skeleton Army
Skeleton Army
Electro Dragon
Rocket Skeleton Army
Rocket Skeleton Army Ram Rider
Archers Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Archers Rocket
Archers 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.)

Rocket Electro Dragon
Electro Dragon Ram Rider
Rocket Electro Dragon
Rocket
Rocket Fire Spirit
Fire Spirit Rocket Electro Dragon Ram Rider
Fire Spirit Archers
Fire Spirit Electro Dragon Ram Rider
Electro Dragon Ram Rider
Rocket Fire Spirit Electro Dragon
Rocket Electro Dragon Ram Rider
Fire Spirit Archers Rocket Electro Dragon
Rocket Fire Spirit
Rocket Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Rocket
Rocket Fire Spirit Archers Electro Dragon
Rocket Fire Spirit Electro Dragon
Rocket
Rocket
Rocket
Rocket Electro Dragon
Fire Spirit Electro Dragon
Electro Dragon Ram Rider
Electro Dragon Ram Rider
Rocket
Fire Spirit Archers Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Fire Spirit Archers Rocket Skeleton Army Electro Dragon
Rocket Fire Spirit Archers Electro Dragon Ram Rider
Rocket Electro Dragon
Electro Dragon
Rocket
Electro Dragon
Electro Dragon Rocket
Rocket Electro Dragon
Electro Dragon Rocket

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