My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Knight Wizard

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 Fireball Rocket

Punishments

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

Elite Barbarians

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Knight Elite Barbarians

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

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
Elite Barbarians Skeleton Army
Giant Snowball
Skeleton Army
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Knight Elite Barbarians Inferno Tower Wizard Skeleton Army
The Log
Elite Barbarians Skeleton Army
Earthquake
Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Elite Barbarians Wizard Skeleton Army
Fireball
Elite Barbarians Inferno Tower Wizard Skeleton Army
Poison
Inferno Tower Wizard Skeleton Army
Lightning
Knight Elite Barbarians Inferno Tower Wizard
Rocket
Elite Barbarians Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Rocket

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.

Knight Inferno Tower Rocket Skeleton Army

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.

Elite Barbarians Fireball 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.

Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Skeleton Army Fireball Inferno Tower Wizard Elite Barbarians Rocket

Shortest cycle

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

12 Zap Knight Skeleton Army Fireball

Attack Synergies 2 6

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
Elite Barbarians Fireball Knight
Knight
Zap Elite Barbarians Fireball Wizard
Elite Barbarians
Zap Knight Fireball Wizard
Fireball
Zap Knight Elite Barbarians
Inferno Tower
Wizard
Knight Elite Barbarians
Rocket
Skeleton Army

Defense Synergies 3 10

Zap
Fireball Knight Elite Barbarians Inferno Tower Skeleton Army
Knight
Inferno Tower Zap Fireball Wizard Skeleton Army
Elite Barbarians
Zap Wizard
Fireball
Zap Knight Inferno Tower
Inferno Tower
Knight Skeleton Army Zap Fireball
Wizard
Knight Elite Barbarians Skeleton Army
Rocket
Skeleton Army
Inferno Tower Zap Knight 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.

Rocket Zap Knight Fireball Inferno Tower Wizard
Elite Barbarians Inferno Tower Skeleton Army Zap Knight
Inferno Tower Rocket Skeleton Army Knight Elite Barbarians
Elite Barbarians Inferno Tower Skeleton Army Knight
Elite Barbarians Fireball Rocket Skeleton Army
Fireball Skeleton Army Zap
Inferno Tower Rocket Zap Fireball Wizard
Rocket Zap Fireball Inferno Tower
Inferno Tower Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Inferno Tower
Skeleton Army Zap Knight Fireball Wizard
Inferno Tower Zap Fireball Wizard
Inferno Tower Skeleton Army Zap Knight Elite Barbarians Fireball Wizard Rocket
Fireball Wizard Rocket Skeleton Army Zap
Elite Barbarians Inferno Tower Skeleton Army Knight
Inferno Tower Rocket Skeleton Army Zap Elite Barbarians Fireball
Wizard Knight Elite Barbarians Fireball Inferno Tower Skeleton Army
Fireball Zap Knight Elite Barbarians Wizard Skeleton Army
Zap Wizard Knight Fireball
Elite Barbarians Inferno Tower
Wizard Skeleton Army Knight Elite Barbarians Fireball

Counters to secondary win conditions

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

Knight Skeleton Army Zap Elite Barbarians Fireball Inferno Tower
Fireball Zap Knight Elite Barbarians Wizard Rocket
Skeleton Army Zap Knight Elite Barbarians Inferno Tower Rocket
Rocket Skeleton Army Zap Knight Elite Barbarians Fireball Inferno Tower
Inferno Tower Knight Elite Barbarians Skeleton Army
Fireball Wizard Rocket Zap
Rocket Skeleton Army Knight Elite Barbarians Fireball Inferno Tower
Inferno Tower Knight Elite Barbarians Skeleton Army
Zap Rocket Knight Elite Barbarians Fireball Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Knight Elite Barbarians Inferno Tower
Rocket Skeleton Army Zap Elite Barbarians Fireball
Elite Barbarians Rocket Skeleton Army Knight Fireball Inferno Tower Wizard
Wizard Fireball Skeleton Army
Elite Barbarians Inferno Tower Skeleton Army Zap Knight Fireball Rocket
Zap Elite Barbarians Fireball Inferno Tower Wizard
Zap Fireball Inferno Tower

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 Knight Rocket
Fireball Zap
Rocket Fireball
Knight Fireball Rocket
Fireball Wizard Rocket Zap
Fireball Wizard Zap Rocket
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Rocket Elite Barbarians Fireball
Rocket Zap Knight Fireball Wizard
Fireball Zap Wizard Rocket
Rocket Knight Elite Barbarians Fireball
Fireball Rocket
Zap Elite Barbarians Fireball
Rocket Zap Fireball Wizard
Fireball Wizard Rocket
Fireball Rocket
Rocket
Rocket Zap Fireball Wizard
Rocket Zap Fireball Wizard
Rocket Fireball
Rocket Fireball Wizard
Rocket
Rocket Zap Fireball
Zap Fireball Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Rocket Zap
Elite Barbarians Zap Fireball Wizard
Zap Rocket Fireball Wizard
Elite Barbarians Fireball
Zap Fireball Wizard Rocket
Zap Rocket Fireball
Rocket Fireball Wizard
Zap Fireball Rocket Skeleton Army
Fireball Rocket Zap Wizard
Fireball
Fireball Knight Wizard Rocket
Zap Fireball Wizard
Rocket Zap Fireball
Elite Barbarians
Zap Elite Barbarians Fireball Rocket
Zap Fireball Rocket
Zap Fireball Rocket
Fireball Wizard Rocket

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