My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker

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.

Bomber Firecracker Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

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.

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.

Firecracker 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
Bomber Skeleton Army Clone Giant Skeleton
Giant Snowball
Bomber Skeleton Army Clone
Zap
Bomber Firecracker Skeleton Army Clone
Barbarian Barrel
Bomber Firecracker Skeleton Army Clone Giant Skeleton
The Log
Bomber Firecracker Skeleton Army Clone Giant Skeleton
Earthquake
Bomber Firecracker Skeleton Army Clone
Arrows
Bomber Firecracker Skeleton Army Clone
Royal Delivery
Bomber Firecracker Skeleton Army Clone Giant Skeleton
Fireball
Bomber Firecracker Skeleton Army Clone
Poison
Bomber Firecracker Skeleton Army Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker

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.

Rage Skeleton Army Clone 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Zap Rage Firecracker Skeleton Army Clone Giant Skeleton

Shortest cycle

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

6 Mirror Bomber Zap Rage

Attack Synergies 4 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.

Bomber
Zap Giant Skeleton
Zap
Firecracker Mirror Bomber Giant Skeleton
Firecracker
Zap Mirror Giant Skeleton
Mirror
Zap Firecracker Skeleton Army Giant Skeleton
Rage
Giant Skeleton
Skeleton Army
Clone Mirror
Clone
Skeleton Army Giant Skeleton
Giant Skeleton
Clone Bomber Zap Firecracker Mirror Rage

Defense Synergies 2 8

Bomber
Zap
Zap
Mirror Bomber Firecracker Skeleton Army Giant Skeleton
Firecracker
Zap Mirror Skeleton Army Giant Skeleton
Mirror
Zap Skeleton Army Firecracker
Rage
Skeleton Army
Mirror Zap Firecracker Giant Skeleton
Clone
Giant Skeleton
Zap Firecracker Skeleton Army

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.

Bomber Zap Firecracker
Skeleton Army Zap Firecracker
Skeleton Army Bomber Giant Skeleton
Skeleton Army Firecracker
Bomber Firecracker Skeleton Army Giant Skeleton
Skeleton Army Bomber Zap Firecracker
Zap Firecracker
Zap Giant Skeleton
Skeleton Army
Skeleton Army Bomber Firecracker Giant Skeleton
Skeleton Army Bomber Zap Firecracker Giant Skeleton
Zap Firecracker
Skeleton Army Bomber Zap Giant Skeleton
Bomber Skeleton Army Zap Firecracker
Skeleton Army
Skeleton Army Zap
Bomber Firecracker Skeleton Army
Bomber Zap Firecracker Skeleton Army
Zap Bomber Firecracker Giant Skeleton
Bomber Skeleton Army Firecracker Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Zap Giant Skeleton
Bomber Zap Firecracker
Skeleton Army Giant Skeleton Zap
Skeleton Army Giant Skeleton Zap
Giant Skeleton Skeleton Army
Firecracker Zap
Skeleton Army Giant Skeleton
Giant Skeleton Skeleton Army
Zap Giant Skeleton Firecracker Skeleton Army
Skeleton Army
Giant Skeleton
Skeleton Army Zap Giant Skeleton
Skeleton Army Giant Skeleton
Bomber Firecracker Skeleton Army
Skeleton Army Bomber Zap Firecracker Giant Skeleton
Bomber Zap Firecracker Giant Skeleton
Bomber Zap

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.)

Firecracker Giant Skeleton
Firecracker Zap
Giant Skeleton
Firecracker Giant Skeleton
Bomber Zap Firecracker
Firecracker Zap
Bomber Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Bomber Zap Firecracker
Firecracker
Bomber
Bomber Zap Firecracker
Bomber Zap Firecracker
Giant Skeleton
Zap
Zap Firecracker Bomber
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker
Zap Firecracker
Bomber Zap
Zap Firecracker
Giant Skeleton
Firecracker
Zap Skeleton Army
Zap Firecracker
Firecracker
Bomber Zap Firecracker
Zap Giant Skeleton
Firecracker
Zap Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton
Firecracker

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