My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Tesla Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Wizard Balloon Giant Skeleton Golem Inferno Dragon

Offensive cards

Win conditions

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

Balloon Golem

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.

Balloon

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.

Barbarians Balloon Giant Skeleton Golem

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.

Balloon Giant Skeleton Golem

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
Balloon Giant Skeleton Inferno Dragon
Giant Snowball
Barbarians Balloon Inferno Dragon
Zap
Balloon Inferno Dragon
Barbarian Barrel
Tesla Barbarians Wizard Giant Skeleton
The Log
Barbarians Giant Skeleton
Earthquake
Tesla Barbarians
Arrows
Royal Delivery
Barbarians Wizard Balloon Giant Skeleton Inferno Dragon
Fireball
Tesla Barbarians Wizard Balloon Inferno Dragon
Poison
Barbarians Wizard Balloon
Lightning
Tesla Wizard Balloon Inferno Dragon
Rocket
Barbarians Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Rocket Giant Skeleton Golem Inferno Dragon

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Tesla Inferno Dragon Barbarians Wizard Balloon Rocket Giant Skeleton Golem

Shortest cycle

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

18 Tesla Inferno Dragon Barbarians Wizard

Attack Synergies 0 7

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.

Tesla
Barbarians
Balloon
Wizard
Balloon Giant Skeleton Golem
Rocket
Golem
Balloon
Barbarians Wizard Giant Skeleton Golem
Giant Skeleton
Wizard Balloon
Golem
Wizard Rocket Balloon
Inferno Dragon

Defense Synergies 0 3

Tesla
Wizard Inferno Dragon
Barbarians
Wizard
Tesla Giant Skeleton
Rocket
Balloon
Giant Skeleton
Wizard
Golem
Inferno Dragon
Tesla

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 Tesla Wizard
Barbarians Inferno Dragon Tesla
Tesla Barbarians Rocket Giant Skeleton Inferno Dragon
Tesla Barbarians Inferno Dragon
Barbarians Rocket Giant Skeleton
Tesla
Tesla Rocket Inferno Dragon Wizard
Rocket Tesla Barbarians Giant Skeleton
Tesla Barbarians Inferno Dragon
Tesla Barbarians Giant Skeleton
Barbarians Tesla Wizard Giant Skeleton
Tesla Inferno Dragon Wizard
Tesla Barbarians Wizard Rocket Giant Skeleton
Wizard Rocket Tesla Barbarians
Barbarians Inferno Dragon Tesla
Barbarians Rocket Tesla Inferno Dragon
Tesla Barbarians Wizard
Tesla Barbarians Wizard
Wizard Tesla Barbarians Giant Skeleton Inferno Dragon
Barbarians Tesla Inferno Dragon
Wizard Tesla Barbarians Giant Skeleton

Counters to secondary win conditions

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

Barbarians Tesla Giant Skeleton
Tesla Wizard Rocket Inferno Dragon
Barbarians Giant Skeleton Rocket
Rocket Giant Skeleton Tesla Barbarians
Barbarians Giant Skeleton Tesla Inferno Dragon
Wizard Rocket Tesla
Rocket Tesla Barbarians Giant Skeleton
Giant Skeleton Tesla Barbarians Inferno Dragon
Rocket Giant Skeleton Barbarians Inferno Dragon
Tesla Barbarians Inferno Dragon
Inferno Dragon Tesla Barbarians Giant Skeleton
Rocket Barbarians Giant Skeleton
Barbarians Rocket Giant Skeleton Tesla Wizard
Wizard Tesla Barbarians
Tesla Barbarians Rocket Giant Skeleton Inferno Dragon
Tesla Barbarians Wizard Giant Skeleton 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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Barbarians Rocket Giant Skeleton
Wizard Rocket
Wizard Rocket
Wizard
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Rocket Wizard
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket Barbarians
Wizard
Inferno Dragon
Wizard
Wizard
Rocket
Wizard
Rocket Wizard
Wizard Rocket
Rocket
Giant Skeleton
Rocket Wizard
Barbarians Rocket
Rocket Wizard
Wizard Rocket
Wizard
Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket
Rocket Giant Skeleton

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