My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Skeleton Dragons Fisherman Graveyard Sparky Lava Hound

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Inferno Dragon Magic Archer 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.

Elixir Golem Electro Dragon Inferno Dragon Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Ram Rider

Damage spells

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

Rage

Punishments

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

Elixir Golem Ram Rider Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Elixir Golem Magic Archer Ram Rider Mega Knight

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 Magic Archer 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
Elixir Golem Skeleton Army Inferno Dragon Ram Rider
Giant Snowball
Skeleton Army Electro Dragon Inferno Dragon Ram Rider
Zap
Skeleton Army Inferno Dragon Ram Rider
Barbarian Barrel
Elixir Golem Skeleton Army Magic Archer
The Log
Elixir Golem Skeleton Army Ram Rider
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elixir Golem Skeleton Army Electro Dragon Inferno Dragon Magic Archer Ram Rider
Fireball
Elixir Golem Skeleton Army Electro Dragon Inferno Dragon Magic Archer Ram Rider
Poison
Elixir Golem Skeleton Army Electro Dragon Magic Archer
Lightning
Electro Dragon Inferno Dragon Magic Archer Ram Rider
Rocket
Electro Dragon Inferno Dragon Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon Magic Archer Mega Knight

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.

Elixir Golem Rage Skeleton Army Inferno Dragon Mega Knight

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Elixir Golem Skeleton Army Inferno Dragon Magic Archer Electro Dragon Ram Rider Mega Knight

Shortest cycle

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

12 Rage Elixir Golem Skeleton Army Inferno Dragon

Attack Synergies 3 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.

Elixir Golem
Rage Electro Dragon Inferno Dragon Magic Archer
Rage
Elixir Golem Electro Dragon
Skeleton Army
Electro Dragon
Elixir Golem Rage Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Mega Knight Elixir Golem Electro Dragon
Magic Archer
Ram Rider Elixir Golem Electro Dragon Mega Knight
Ram Rider
Magic Archer Mega Knight
Mega Knight
Inferno Dragon Electro Dragon Magic Archer Ram Rider

Defense Synergies 0 7

Elixir Golem
Rage
Skeleton Army
Electro Dragon Inferno Dragon Magic Archer
Electro Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Electro Dragon Mega Knight
Magic Archer
Skeleton Army Ram Rider Mega Knight
Ram Rider
Magic Archer
Mega Knight
Inferno Dragon Magic Archer

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.

Electro Dragon Magic Archer Ram Rider
Skeleton Army Inferno Dragon Electro Dragon Ram Rider Mega Knight
Skeleton Army Ram Rider Mega Knight Electro Dragon Inferno Dragon
Skeleton Army Inferno Dragon Electro Dragon Ram Rider Mega Knight
Skeleton Army Mega Knight
Skeleton Army Electro Dragon Magic Archer Mega Knight
Inferno Dragon Ram Rider Electro Dragon Magic Archer
Electro Dragon Magic Archer Ram Rider Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Mega Knight
Skeleton Army Electro Dragon Magic Archer Ram Rider Mega Knight
Inferno Dragon Electro Dragon Magic Archer Ram Rider
Skeleton Army Mega Knight Electro Dragon Ram Rider
Skeleton Army Mega Knight Electro Dragon Magic Archer
Skeleton Army Inferno Dragon Ram Rider Mega Knight
Skeleton Army Inferno Dragon Ram Rider Mega Knight
Mega Knight Skeleton Army Electro Dragon
Mega Knight Skeleton Army Electro Dragon Magic Archer Ram Rider
Electro Dragon Inferno Dragon Magic Archer Ram Rider Mega Knight
Inferno Dragon Ram Rider
Skeleton Army Mega Knight Electro Dragon

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Electro Dragon Inferno Dragon Magic Archer Mega Knight
Skeleton Army Mega Knight Electro Dragon Ram Rider
Skeleton Army Mega Knight Ram Rider
Skeleton Army Inferno Dragon Ram Rider Mega Knight
Electro Dragon Magic Archer Ram Rider
Skeleton Army Ram Rider
Mega Knight Skeleton Army Inferno Dragon
Electro Dragon Mega Knight Skeleton Army Inferno Dragon Magic Archer
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Electro Dragon
Skeleton Army Mega Knight
Skeleton Army Mega Knight Ram Rider
Skeleton Army Electro Dragon Magic Archer Mega Knight
Skeleton Army Electro Dragon Inferno Dragon Magic Archer
Mega Knight Electro Dragon Inferno Dragon Magic Archer

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.)

Magic Archer Electro Dragon
Electro Dragon Magic Archer Ram Rider
Electro Dragon Magic Archer
Magic Archer Mega Knight
Electro Dragon Magic Archer Ram Rider
Magic Archer
Electro Dragon Magic Archer Ram Rider
Electro Dragon Ram Rider
Electro Dragon
Electro Dragon Magic Archer Ram Rider
Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Magic Archer Electro Dragon Mega Knight
Electro Dragon Magic Archer Mega Knight
Electro Dragon Magic Archer Mega Knight
Magic Archer Mega Knight
Electro Dragon
Electro Dragon Magic Archer Mega Knight
Inferno Dragon
Electro Dragon Magic Archer Ram Rider
Electro Dragon Magic Archer Ram Rider Mega Knight
Magic Archer
Electro Dragon Magic Archer
Electro Dragon
Electro Dragon Magic Archer Mega Knight
Electro Dragon Magic Archer
Mega Knight
Magic Archer
Skeleton Army Electro Dragon Magic Archer
Electro Dragon Magic Archer Ram Rider
Electro Dragon Magic Archer Mega Knight
Electro Dragon Magic Archer
Electro Dragon Mega Knight
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Electro Dragon Magic Archer Mega Knight

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