My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Firecracker Electro Wizard

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.

Firecracker Royal Giant Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Zap

Punishments

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

Royal Giant Hog Rider

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.

Royal Giant Hog Rider

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 Hog Rider 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
Royal Giant Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army
Zap
Firecracker Royal Giant Skeleton Army
Barbarian Barrel
Firecracker Skeleton Army Electro Wizard
The Log
Firecracker Royal Giant Hog Rider Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Hog Rider Skeleton Army Bowler Electro Wizard
Fireball
Firecracker Hog Rider Skeleton Army Bowler Electro Wizard
Poison
Firecracker Skeleton Army Electro Wizard
Lightning
Bowler Electro Wizard
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Bowler

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.

Skeleton Army Bowler

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 Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Firecracker Skeleton Army Hog Rider Electro Wizard Bowler Royal Giant

Shortest cycle

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

8 Mirror Zap Firecracker Skeleton Army

Attack Synergies 6 13

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.

Zap
Firecracker Hog Rider Mirror Electro Wizard Royal Giant Bowler
Firecracker
Zap Royal Giant Hog Rider Mirror Bowler
Royal Giant
Firecracker Zap Hog Rider Mirror Bowler Electro Wizard
Hog Rider
Zap Firecracker Royal Giant Mirror Bowler Electro Wizard
Mirror
Zap Firecracker Royal Giant Hog Rider Skeleton Army
Skeleton Army
Mirror
Bowler
Zap Firecracker Royal Giant Hog Rider Electro Wizard
Electro Wizard
Zap Royal Giant Hog Rider Bowler

Defense Synergies 3 10

Zap
Mirror Electro Wizard Firecracker Skeleton Army Bowler
Firecracker
Zap Mirror Skeleton Army Electro Wizard
Royal Giant
Hog Rider
Mirror
Zap Skeleton Army Firecracker Bowler Electro Wizard
Skeleton Army
Mirror Zap Firecracker Electro Wizard
Bowler
Zap Mirror Electro Wizard
Electro Wizard
Zap Firecracker Mirror Skeleton Army Bowler

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.

Bowler Zap Firecracker Electro Wizard
Skeleton Army Zap Firecracker Electro Wizard
Skeleton Army Bowler Electro Wizard
Skeleton Army Firecracker Bowler Electro Wizard
Firecracker Skeleton Army Bowler
Skeleton Army Bowler Zap Firecracker Electro Wizard
Electro Wizard Zap Firecracker
Bowler Zap Electro Wizard
Skeleton Army
Skeleton Army Firecracker Bowler Electro Wizard
Skeleton Army Electro Wizard Zap Firecracker Bowler
Zap Firecracker Electro Wizard
Skeleton Army Bowler Zap Electro Wizard
Skeleton Army Bowler Zap Firecracker Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Bowler Electro Wizard
Firecracker Skeleton Army Bowler Electro Wizard
Zap Firecracker Skeleton Army Bowler Electro Wizard
Zap Firecracker Bowler Electro Wizard
Electro Wizard
Skeleton Army Bowler Firecracker Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Bowler Electro Wizard
Electro Wizard Zap Firecracker Bowler
Skeleton Army Zap Bowler Electro Wizard
Skeleton Army Bowler Zap Electro Wizard
Skeleton Army Bowler
Firecracker Zap Electro Wizard
Skeleton Army Bowler Electro Wizard
Skeleton Army
Zap Electro Wizard Firecracker Skeleton Army
Skeleton Army
Bowler
Skeleton Army Zap Bowler Electro Wizard
Skeleton Army Bowler
Firecracker Skeleton Army Bowler
Skeleton Army Electro Wizard Zap Firecracker Bowler
Bowler Zap Firecracker Electro Wizard
Zap 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.)

Firecracker
Firecracker Zap Bowler Electro Wizard
Firecracker
Zap Firecracker Bowler
Firecracker Zap
Firecracker Bowler
Zap Firecracker Bowler
Zap Firecracker
Bowler Electro Wizard
Firecracker Zap Bowler Electro Wizard
Zap Firecracker
Firecracker Bowler
Firecracker
Zap Firecracker
Zap Firecracker Bowler
Firecracker Bowler
Zap Firecracker Bowler Electro Wizard
Zap Firecracker Bowler
Bowler
Bowler
Zap
Zap Firecracker Bowler
Firecracker Zap Bowler Electro Wizard
Zap Bowler
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Bowler
Zap
Zap Firecracker Electro Wizard
Firecracker Bowler
Zap Electro Wizard Skeleton Army
Zap Firecracker Electro Wizard
Firecracker Bowler Electro Wizard
Zap Firecracker Bowler
Zap
Firecracker
Zap Firecracker Bowler Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Bowler Electro Wizard
Firecracker Bowler

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