My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Skeletons Tombstone Elixir Golem Ice Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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 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 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 Wizard

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
Skeletons Elixir Golem Guards
Giant Snowball
Skeletons Tombstone Guards
Zap
Skeletons Tombstone Guards
Barbarian Barrel
Skeletons Tombstone Elixir Golem Guards Ice Wizard Electro Wizard
The Log
Skeletons Tombstone Elixir Golem Guards
Earthquake
Skeletons Tombstone Elixir Golem Guards
Arrows
Skeletons Tombstone Guards
Royal Delivery
Skeletons Elixir Golem Guards Ice Wizard Electro Wizard
Fireball
Tombstone Elixir Golem Ice Wizard Electro Wizard
Poison
Tombstone Elixir Golem Guards Ice Wizard Electro Wizard
Lightning
Tombstone Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard 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.

Tombstone Elixir Golem Rage Guards Ice Wizard Mega Knight

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.

Ice Wizard Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Tombstone Elixir Golem Guards Ice Wizard Electro Wizard Mega Knight

Shortest cycle

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

9 Skeletons Rage Tombstone Elixir Golem

Attack Synergies 1 3

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.

Skeletons
Tombstone
Elixir Golem
Rage Ice Wizard
Rage
Elixir Golem Electro Wizard
Guards
Ice Wizard
Elixir Golem
Electro Wizard
Rage Mega Knight
Mega Knight
Electro Wizard

Defense Synergies 0 10

Skeletons
Tombstone Ice Wizard Electro Wizard
Tombstone
Skeletons Guards Ice Wizard Electro Wizard
Elixir Golem
Rage
Guards
Tombstone Ice Wizard Electro Wizard
Ice Wizard
Skeletons Tombstone Guards Mega Knight
Electro Wizard
Skeletons Tombstone Guards Mega Knight
Mega Knight
Ice Wizard Electro Wizard

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.

Tombstone Electro Wizard
Skeletons Tombstone Ice Wizard Electro Wizard Mega Knight
Mega Knight Skeletons Tombstone Ice Wizard Electro Wizard
Skeletons Tombstone Guards Ice Wizard Electro Wizard Mega Knight
Tombstone Mega Knight
Skeletons Guards Ice Wizard Electro Wizard Mega Knight
Electro Wizard Tombstone Ice Wizard
Electro Wizard Mega Knight
Skeletons Tombstone Ice Wizard
Guards Skeletons Ice Wizard Electro Wizard Mega Knight
Guards Ice Wizard Electro Wizard Skeletons Tombstone Mega Knight
Ice Wizard Electro Wizard
Tombstone Mega Knight Skeletons Guards Ice Wizard Electro Wizard
Mega Knight Tombstone Guards Electro Wizard
Tombstone Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Skeletons Tombstone Electro Wizard
Tombstone Mega Knight Guards Ice Wizard Electro Wizard
Tombstone Guards Ice Wizard Electro Wizard Mega Knight
Electro Wizard
Mega Knight Guards Electro Wizard
Tombstone

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Tombstone Electro Wizard
Electro Wizard Mega Knight
Tombstone Guards Mega Knight Skeletons Electro Wizard
Guards Mega Knight Electro Wizard
Skeletons Tombstone Guards Mega Knight
Skeletons Ice Wizard Electro Wizard
Guards Skeletons Tombstone Ice Wizard Electro Wizard
Mega Knight
Electro Wizard Mega Knight Skeletons Tombstone
Skeletons Tombstone Guards
Mega Knight Tombstone Guards
Mega Knight Guards Electro Wizard
Mega Knight Skeletons Tombstone Guards
Mega Knight
Tombstone Guards Electro Wizard Skeletons
Mega Knight Ice Wizard Electro Wizard
Tombstone Ice Wizard Electro Wizard

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.)

Guards
Ice Wizard Electro Wizard
Guards
Mega Knight
Ice Wizard
Ice Wizard
Guards Electro Wizard
Electro Wizard
Mega Knight
Electro Wizard Mega Knight
Mega Knight
Mega Knight
Ice Wizard Mega Knight
Ice Wizard Electro Wizard
Mega Knight
Ice Wizard Electro Wizard
Electro Wizard Guards
Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Tombstone Guards
Ice Wizard Electro Wizard
Electro Wizard Mega Knight
Mega Knight
Guards Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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