My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Wizard Giant Skeleton

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Rage

Punishments

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

Elite Barbarians Wall Breakers

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.

Elite Barbarians Wall Breakers 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Arrows Inferno Tower Rage Skeleton Army 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.

Elite Barbarians 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.

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.

Wall Breakers Rage Arrows Skeleton Army Inferno Tower Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

10 Wall Breakers Rage Arrows Skeleton Army

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.

Arrows
Elite Barbarians Wall Breakers Giant Skeleton
Elite Barbarians
Arrows Rage Wizard
Inferno Tower
Wizard
Elite Barbarians Rage Giant Skeleton
Wall Breakers
Arrows
Rage
Elite Barbarians Wizard Giant Skeleton
Skeleton Army
Giant Skeleton
Arrows Wizard Rage

Defense Synergies 1 6

Arrows
Inferno Tower Giant Skeleton
Elite Barbarians
Wizard
Inferno Tower
Skeleton Army Arrows
Wizard
Elite Barbarians Skeleton Army Giant Skeleton
Wall Breakers
Rage
Skeleton Army
Inferno Tower Wizard Giant Skeleton
Giant Skeleton
Arrows Wizard 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.

Inferno Tower Wizard
Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Elite Barbarians Giant Skeleton
Elite Barbarians Inferno Tower Skeleton Army
Arrows Elite Barbarians Skeleton Army Giant Skeleton
Arrows Skeleton Army
Inferno Tower Arrows Wizard
Arrows Inferno Tower Giant Skeleton
Inferno Tower Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Inferno Tower Giant Skeleton
Skeleton Army Arrows Wizard Giant Skeleton
Arrows Inferno Tower Wizard
Inferno Tower Skeleton Army Elite Barbarians Wizard Giant Skeleton
Wizard Skeleton Army Arrows
Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Elite Barbarians
Wizard Arrows Elite Barbarians Inferno Tower Skeleton Army
Arrows Elite Barbarians Wizard Skeleton Army
Arrows Wizard Giant Skeleton
Elite Barbarians Inferno Tower
Wizard Skeleton Army Arrows Elite Barbarians Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Inferno Tower Giant Skeleton
Arrows Elite Barbarians Wizard
Skeleton Army Giant Skeleton Elite Barbarians Inferno Tower
Skeleton Army Giant Skeleton Elite Barbarians Inferno Tower
Inferno Tower Giant Skeleton Elite Barbarians Skeleton Army
Arrows Wizard
Skeleton Army Elite Barbarians Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Elite Barbarians Skeleton Army
Giant Skeleton Elite Barbarians Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Elite Barbarians Inferno Tower Giant Skeleton
Skeleton Army Arrows Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Inferno Tower Wizard
Wizard Skeleton Army
Elite Barbarians Inferno Tower Skeleton Army Giant Skeleton
Arrows Elite Barbarians Inferno Tower Wizard Giant Skeleton
Arrows 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.)

Arrows Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Elite Barbarians Arrows Wizard
Wizard
Elite Barbarians
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Skeleton Army
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Elite Barbarians
Elite Barbarians Giant Skeleton
Giant Skeleton
Wizard

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