My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Giant Skeleton Electro Wizard Lumberjack Sparky

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Tornado

Punishments

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

Hog Rider Lumberjack

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.

Hog Rider Giant Skeleton Lumberjack

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.

Hog Rider Giant Skeleton Electro Wizard Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Sparky

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 Skeleton Army Tornado Giant Skeleton Sparky

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Tornado Hog Rider Electro Wizard Lumberjack Giant Skeleton Sparky

Shortest cycle

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

13 Arrows Skeleton Army Tornado Hog Rider

Attack Synergies 3 14

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
Hog Rider Sparky Giant Skeleton Lumberjack
Hog Rider
Arrows Tornado Giant Skeleton Electro Wizard Lumberjack
Skeleton Army
Sparky
Tornado
Sparky Hog Rider Giant Skeleton
Giant Skeleton
Arrows Hog Rider Tornado Electro Wizard Lumberjack Sparky
Electro Wizard
Hog Rider Giant Skeleton Lumberjack Sparky
Lumberjack
Arrows Hog Rider Giant Skeleton Electro Wizard Sparky
Sparky
Arrows Tornado Skeleton Army Giant Skeleton Electro Wizard Lumberjack

Defense Synergies 1 14

Arrows
Tornado Giant Skeleton Lumberjack Sparky
Hog Rider
Skeleton Army
Giant Skeleton Electro Wizard Lumberjack Sparky
Tornado
Sparky Arrows Giant Skeleton Electro Wizard Sparky
Giant Skeleton
Arrows Skeleton Army Tornado Electro Wizard Lumberjack
Electro Wizard
Skeleton Army Tornado Giant Skeleton Lumberjack
Lumberjack
Arrows Skeleton Army Giant Skeleton Electro Wizard
Sparky
Tornado Arrows Skeleton Army Tornado

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.

Electro Wizard Sparky
Skeleton Army Lumberjack Sparky Electro Wizard
Skeleton Army Tornado Lumberjack Sparky Giant Skeleton Electro Wizard
Skeleton Army Lumberjack Sparky Electro Wizard
Arrows Skeleton Army Tornado Giant Skeleton Lumberjack Sparky
Arrows Skeleton Army Tornado Electro Wizard Lumberjack
Tornado Electro Wizard Arrows
Arrows Giant Skeleton Electro Wizard Sparky
Sparky Skeleton Army Tornado Lumberjack
Skeleton Army Tornado Giant Skeleton Electro Wizard Lumberjack Sparky
Skeleton Army Electro Wizard Arrows Tornado Giant Skeleton Lumberjack
Arrows Tornado Electro Wizard
Skeleton Army Lumberjack Sparky Giant Skeleton Electro Wizard
Skeleton Army Sparky Arrows Tornado Electro Wizard Lumberjack
Skeleton Army Sparky Electro Wizard Lumberjack
Skeleton Army Tornado Electro Wizard Lumberjack Sparky
Sparky Arrows Skeleton Army Tornado Electro Wizard Lumberjack
Arrows Skeleton Army Tornado Electro Wizard Lumberjack
Arrows Tornado Giant Skeleton Electro Wizard Lumberjack
Sparky Tornado Electro Wizard Lumberjack
Skeleton Army Arrows Giant Skeleton Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Skeleton Army Lumberjack Giant Skeleton Electro Wizard Sparky
Electro Wizard Arrows Lumberjack
Skeleton Army Giant Skeleton Lumberjack Electro Wizard Sparky
Skeleton Army Giant Skeleton Lumberjack Tornado Electro Wizard Sparky
Giant Skeleton Skeleton Army Lumberjack Sparky
Arrows Tornado Electro Wizard
Skeleton Army Sparky Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Skeleton Army Lumberjack Sparky
Giant Skeleton Electro Wizard Skeleton Army Tornado Sparky
Skeleton Army Sparky
Giant Skeleton Lumberjack Sparky
Skeleton Army Arrows Tornado Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Lumberjack Sparky
Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Tornado Giant Skeleton Lumberjack
Arrows Giant Skeleton Electro Wizard Sparky

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 Sparky
Arrows Tornado Electro Wizard
Arrows Giant Skeleton Sparky
Arrows Giant Skeleton Sparky
Arrows Sparky
Arrows Tornado
Arrows Tornado Sparky
Arrows Tornado
Arrows Tornado
Tornado Electro Wizard Lumberjack Sparky
Arrows Tornado Electro Wizard Sparky
Arrows Tornado
Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Tornado Sparky
Sparky
Arrows Electro Wizard Sparky
Arrows Tornado
Giant Skeleton Sparky
Arrows Tornado
Tornado Sparky
Arrows
Arrows Tornado Sparky
Arrows Tornado Electro Wizard Sparky
Arrows Tornado Sparky
Arrows Tornado Sparky
Arrows Tornado Electro Wizard Sparky
Electro Wizard
Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Giant Skeleton Sparky
Arrows Sparky
Electro Wizard Skeleton Army
Arrows Tornado Electro Wizard
Arrows
Electro Wizard Lumberjack Sparky
Arrows
Arrows Tornado Giant Skeleton Sparky
Sparky
Tornado Giant Skeleton Electro Wizard Sparky
Tornado Electro Wizard
Tornado Giant Skeleton Electro Wizard Sparky

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