My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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.

Skeleton Barrel Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows Lightning

Punishments

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

Skeleton Barrel

Pump responses

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

Lightning

Dropped at the bridge

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

Skeleton Barrel 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.

Skeleton Barrel Giant Skeleton 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
Skeleton Barrel Guards Clone Giant Skeleton
Giant Snowball
Skeleton Barrel Guards Clone
Zap
Skeleton Barrel Guards Clone
Barbarian Barrel
Skeleton Barrel Guards Clone Giant Skeleton Electro Wizard
The Log
Skeleton Barrel Guards Clone Giant Skeleton
Earthquake
Guards Clone
Arrows
Skeleton Barrel Guards Clone
Royal Delivery
Skeleton Barrel Guards Clone Giant Skeleton Electro Wizard
Fireball
Skeleton Barrel Clone Electro Wizard
Poison
Skeleton Barrel Guards Clone Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

Ladder info

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 Barrel Guards Clone Giant Skeleton

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.

Mirror Arrows Skeleton Barrel Guards Clone Electro Wizard Giant Skeleton Lightning

Shortest cycle

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

9 Mirror Arrows Skeleton Barrel Guards

Attack Synergies 3 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.

Arrows
Mirror Skeleton Barrel Giant Skeleton Lightning
Skeleton Barrel
Clone Arrows Mirror Guards Giant Skeleton Lightning
Mirror
Arrows Skeleton Barrel Giant Skeleton Lightning
Guards
Skeleton Barrel Clone
Clone
Skeleton Barrel Giant Skeleton Guards Electro Wizard
Giant Skeleton
Clone Arrows Skeleton Barrel Mirror Lightning Electro Wizard
Lightning
Arrows Skeleton Barrel Mirror Giant Skeleton
Electro Wizard
Clone Giant Skeleton

Defense Synergies 1 6

Arrows
Mirror Giant Skeleton Lightning
Skeleton Barrel
Mirror
Arrows Electro Wizard
Guards
Giant Skeleton Electro Wizard
Clone
Giant Skeleton
Arrows Guards Electro Wizard
Lightning
Arrows
Electro Wizard
Mirror Guards Giant Skeleton

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.

Lightning Skeleton Barrel Electro Wizard
Electro Wizard
Giant Skeleton Lightning Electro Wizard
Guards Electro Wizard
Lightning Arrows Giant Skeleton
Arrows Guards Electro Wizard
Lightning Electro Wizard Arrows
Lightning Arrows Skeleton Barrel Giant Skeleton Electro Wizard
Guards Giant Skeleton Electro Wizard
Guards Electro Wizard Arrows Giant Skeleton
Arrows Electro Wizard
Guards Giant Skeleton Lightning Electro Wizard
Arrows Guards Electro Wizard
Electro Wizard
Lightning Electro Wizard
Arrows Electro Wizard
Arrows Guards Electro Wizard
Arrows Guards Giant Skeleton Electro Wizard
Electro Wizard
Arrows Guards Giant Skeleton Electro Wizard
Guards

Counters to secondary win conditions

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

Guards Giant Skeleton Electro Wizard
Electro Wizard Arrows Skeleton Barrel Lightning
Guards Giant Skeleton Lightning Electro Wizard
Guards Giant Skeleton Lightning Electro Wizard
Giant Skeleton Guards
Arrows Skeleton Barrel Electro Wizard
Guards Giant Skeleton Lightning Electro Wizard
Giant Skeleton
Giant Skeleton Lightning Electro Wizard
Guards
Guards Giant Skeleton
Lightning Arrows Guards Giant Skeleton Electro Wizard
Giant Skeleton Lightning Guards
Guards Electro Wizard Giant Skeleton Lightning
Arrows Giant Skeleton Electro Wizard
Arrows 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.)

Skeleton Barrel Lightning Arrows Guards Giant Skeleton
Arrows Skeleton Barrel Electro Wizard
Lightning Arrows Skeleton Barrel Giant Skeleton
Lightning Arrows Skeleton Barrel Guards Giant Skeleton
Arrows
Arrows Skeleton Barrel
Arrows
Arrows Skeleton Barrel Lightning
Arrows Skeleton Barrel Lightning
Lightning Guards Electro Wizard
Lightning Arrows Skeleton Barrel Electro Wizard
Lightning Arrows
Lightning Skeleton Barrel
Lightning Arrows Skeleton Barrel
Lightning Arrows Skeleton Barrel
Lightning Arrows Skeleton Barrel
Lightning Arrows Skeleton Barrel
Lightning Arrows
Lightning
Lightning Arrows Skeleton Barrel Electro Wizard
Lightning Arrows Skeleton Barrel
Lightning Giant Skeleton
Lightning Arrows
Lightning
Lightning Arrows Skeleton Barrel
Arrows
Arrows Skeleton Barrel Lightning Electro Wizard
Lightning Arrows Skeleton Barrel
Lightning Arrows Skeleton Barrel
Lightning Arrows Electro Wizard
Lightning Electro Wizard Skeleton Barrel Guards
Lightning
Lightning Arrows
Lightning Arrows Electro Wizard
Giant Skeleton
Arrows Lightning
Skeleton Barrel Lightning Electro Wizard Guards
Lightning Arrows Electro Wizard
Arrows
Lightning Electro Wizard
Arrows Skeleton Barrel Lightning
Lightning Arrows Giant Skeleton
Guards Giant Skeleton Lightning Electro Wizard
Lightning Electro Wizard
Lightning Skeleton Barrel Giant Skeleton Electro Wizard
Lightning

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