My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Mega Minion Goblin Hut Baby Dragon

Defensive buildings

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

Goblin Hut

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 Mega Minion Goblin Hut Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball

Punishments

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

Royal Giant Elite Barbarians

Pump responses

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

Fireball

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 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.

Elite Barbarians 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
Minions Royal Giant Elite Barbarians Giant Skeleton
Giant Snowball
Minions Mega Minion Goblin Hut Baby Dragon
Zap
Minions Royal Giant Goblin Hut
Barbarian Barrel
Elite Barbarians Goblin Hut Giant Skeleton
The Log
Royal Giant Elite Barbarians Goblin Hut Giant Skeleton
Earthquake
Goblin Hut
Arrows
Minions Goblin Hut
Royal Delivery
Minions Elite Barbarians Mega Minion Goblin Hut Baby Dragon Giant Skeleton
Fireball
Minions Elite Barbarians Mega Minion Goblin Hut Baby Dragon
Poison
Minions Mega Minion Goblin Hut
Lightning
Elite Barbarians Mega Minion Goblin Hut Baby Dragon
Rocket
Elite Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby 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.

Mega Minion 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 Elite Barbarians Fireball

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.

Minions Fireball

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.

Minions Mega Minion Fireball Baby Dragon Goblin Hut Royal Giant Elite Barbarians Giant Skeleton

Shortest cycle

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

14 Minions Mega Minion Fireball Baby Dragon

Attack Synergies 2 16

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.

Minions
Royal Giant Elite Barbarians Baby Dragon Giant Skeleton
Royal Giant
Minions Fireball Elite Barbarians Mega Minion Goblin Hut Baby Dragon Giant Skeleton
Elite Barbarians
Minions Royal Giant Fireball
Mega Minion
Royal Giant Fireball Baby Dragon Giant Skeleton
Fireball
Royal Giant Elite Barbarians Mega Minion Baby Dragon
Goblin Hut
Royal Giant Baby Dragon Giant Skeleton
Baby Dragon
Minions Royal Giant Mega Minion Fireball Goblin Hut Giant Skeleton
Giant Skeleton
Minions Royal Giant Mega Minion Goblin Hut Baby Dragon

Defense Synergies 0 10

Minions
Baby Dragon Giant Skeleton
Royal Giant
Elite Barbarians
Mega Minion
Mega Minion
Elite Barbarians Goblin Hut Baby Dragon Giant Skeleton
Fireball
Goblin Hut
Goblin Hut
Mega Minion Fireball Baby Dragon Giant Skeleton
Baby Dragon
Minions Mega Minion Goblin Hut Giant Skeleton
Giant Skeleton
Minions Mega Minion Goblin Hut Baby 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.

Minions Mega Minion Fireball Goblin Hut Baby Dragon
Elite Barbarians Minions Mega Minion Goblin Hut
Goblin Hut Minions Elite Barbarians Mega Minion Giant Skeleton
Elite Barbarians Goblin Hut Minions Mega Minion
Elite Barbarians Fireball Giant Skeleton
Fireball Minions Mega Minion Baby Dragon
Minions Mega Minion Fireball Goblin Hut Baby Dragon
Fireball Baby Dragon Giant Skeleton
Minions Elite Barbarians Goblin Hut
Elite Barbarians Giant Skeleton
Minions Mega Minion Fireball Goblin Hut Baby Dragon Giant Skeleton
Minions Mega Minion Fireball Goblin Hut Baby Dragon
Goblin Hut Minions Elite Barbarians Fireball Giant Skeleton
Fireball Minions Mega Minion Goblin Hut Baby Dragon
Elite Barbarians Goblin Hut
Elite Barbarians Fireball Goblin Hut
Minions Elite Barbarians Fireball Goblin Hut
Fireball Minions Elite Barbarians Mega Minion Goblin Hut Baby Dragon
Baby Dragon Minions Mega Minion Fireball Goblin Hut Giant Skeleton
Elite Barbarians Goblin Hut
Minions Elite Barbarians Fireball Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Elite Barbarians Fireball Goblin Hut Giant Skeleton
Fireball Elite Barbarians Mega Minion Baby Dragon
Giant Skeleton Minions Elite Barbarians Goblin Hut
Giant Skeleton Elite Barbarians Fireball
Giant Skeleton Elite Barbarians Goblin Hut
Fireball Minions Goblin Hut Baby Dragon
Minions Elite Barbarians Mega Minion Fireball Goblin Hut Giant Skeleton
Giant Skeleton Elite Barbarians
Giant Skeleton Minions Elite Barbarians Mega Minion Fireball Goblin Hut Baby Dragon
Mega Minion Goblin Hut
Minions Elite Barbarians Mega Minion Goblin Hut Giant Skeleton
Elite Barbarians Fireball Giant Skeleton
Elite Barbarians Giant Skeleton Fireball
Fireball Baby Dragon
Elite Barbarians Goblin Hut Minions Mega Minion Fireball Baby Dragon Giant Skeleton
Minions Elite Barbarians Mega Minion Fireball Goblin Hut Baby 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.)

Fireball Baby Dragon Giant Skeleton
Fireball Baby Dragon
Fireball Goblin Hut Baby Dragon Giant Skeleton
Fireball Giant Skeleton
Fireball Baby Dragon
Fireball Minions Mega Minion Baby Dragon
Baby Dragon
Fireball Baby Dragon
Fireball
Minions Elite Barbarians Fireball
Fireball
Fireball Baby Dragon
Elite Barbarians Fireball Goblin Hut Baby Dragon
Minions Fireball Baby Dragon
Elite Barbarians Fireball Goblin Hut Baby Dragon
Fireball Goblin Hut Baby Dragon
Fireball Goblin Hut Baby Dragon
Fireball
Minions
Mega Minion Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball Baby Dragon Giant Skeleton
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Mega Minion
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Elite Barbarians Fireball Baby Dragon
Minions Mega Minion Fireball Goblin Hut
Elite Barbarians Mega Minion Fireball
Fireball
Fireball
Giant Skeleton
Fireball
Minions Fireball Goblin Hut
Fireball Mega Minion Baby Dragon
Fireball
Fireball Mega Minion Baby Dragon
Fireball Baby Dragon
Fireball Giant Skeleton
Elite Barbarians Mega Minion
Minions Elite Barbarians Fireball Baby Dragon Giant Skeleton
Fireball
Fireball Baby Dragon Giant Skeleton

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