My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Hunter Inferno 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 Hunter Balloon Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Balloon

Damage spells

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

Earthquake

Punishments

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

Royal Giant Elite Barbarians Balloon

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Elite Barbarians Heal Spirit Balloon

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.

Elite Barbarians Balloon

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 Elite Barbarians Guards Balloon Inferno Dragon
Giant Snowball
Guards Balloon Inferno Dragon
Zap
Royal Giant Guards Balloon Inferno Dragon
Barbarian Barrel
Elite Barbarians Heal Spirit Guards Hunter
The Log
Royal Giant Elite Barbarians Heal Spirit Guards Hunter
Earthquake
Guards
Arrows
Heal Spirit Guards
Royal Delivery
Elite Barbarians Heal Spirit Guards Hunter Balloon Inferno Dragon
Fireball
Elite Barbarians Hunter Balloon Inferno Dragon
Poison
Guards Hunter Balloon
Lightning
Elite Barbarians Hunter Balloon Inferno Dragon
Rocket
Elite Barbarians Hunter Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Hunter

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 Guards Inferno Dragon

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 Elite Barbarians

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.

Heal Spirit

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 Earthquake Guards Hunter Inferno Dragon Balloon Royal Giant Elite Barbarians

Shortest cycle

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

11 Heal Spirit Earthquake Guards Hunter

Attack Synergies 5 8

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.

Royal Giant
Heal Spirit Earthquake Hunter Elite Barbarians Guards
Elite Barbarians
Heal Spirit Royal Giant
Heal Spirit
Royal Giant Elite Barbarians Balloon Guards Hunter Inferno Dragon
Earthquake
Royal Giant Hunter Balloon
Guards
Royal Giant Heal Spirit
Hunter
Royal Giant Heal Spirit Earthquake Balloon
Balloon
Heal Spirit Earthquake Hunter
Inferno Dragon
Heal Spirit

Defense Synergies 1 1

Royal Giant
Elite Barbarians
Hunter
Heal Spirit
Earthquake
Guards
Hunter
Hunter
Guards Elite Barbarians
Balloon
Inferno 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.

Earthquake
Elite Barbarians Hunter Inferno Dragon
Hunter Elite Barbarians Inferno Dragon
Elite Barbarians Hunter Inferno Dragon Guards
Elite Barbarians Earthquake
Earthquake Guards Hunter
Hunter Inferno Dragon
Earthquake
Hunter Inferno Dragon Elite Barbarians
Elite Barbarians Guards Hunter
Guards Earthquake Hunter
Hunter Inferno Dragon
Hunter Elite Barbarians Earthquake Guards
Earthquake Guards Hunter
Elite Barbarians Inferno Dragon Hunter
Elite Barbarians Hunter Inferno Dragon
Elite Barbarians Hunter
Elite Barbarians Guards Hunter
Earthquake Hunter Guards Inferno Dragon
Elite Barbarians Hunter Inferno Dragon
Elite Barbarians Earthquake Guards Hunter

Counters to secondary win conditions

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

Guards Elite Barbarians
Elite Barbarians Hunter Inferno Dragon
Guards Elite Barbarians Hunter
Guards Hunter Elite Barbarians
Elite Barbarians Guards Hunter Inferno Dragon
Hunter
Guards Elite Barbarians Hunter
Elite Barbarians Hunter Inferno Dragon
Elite Barbarians Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Elite Barbarians Guards Hunter
Elite Barbarians Guards
Elite Barbarians Guards Hunter
Elite Barbarians Guards Hunter Inferno Dragon
Elite Barbarians Earthquake Hunter 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.)

Earthquake Guards
Earthquake
Earthquake Guards
Earthquake
Hunter
Earthquake
Earthquake Hunter
Elite Barbarians Guards
Earthquake
Earthquake Elite Barbarians Hunter
Earthquake
Earthquake Elite Barbarians
Earthquake Hunter
Earthquake
Earthquake
Earthquake Hunter
Earthquake
Earthquake
Earthquake
Earthquake Hunter
Inferno Dragon
Earthquake Hunter
Elite Barbarians Hunter
Guards
Elite Barbarians
Earthquake Hunter
Earthquake
Earthquake Guards
Hunter
Hunter
Earthquake
Elite Barbarians
Elite Barbarians Guards

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