My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Similar decks

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.

Tombstone

Investments

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

Bomber Knight Tombstone Giant Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Fireball The Log

Punishments

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

Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Giant

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.

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
Bomber Giant
Giant Snowball
Bomber Tombstone
Zap
Bomber Tombstone
Barbarian Barrel
Bomber Knight Tombstone Electro Wizard
The Log
Bomber Tombstone
Earthquake
Bomber Tombstone
Arrows
Bomber Tombstone
Royal Delivery
Bomber Knight Electro Wizard
Fireball
Bomber Tombstone Electro Wizard
Poison
Bomber Tombstone Electro Wizard
Lightning
Knight Tombstone Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball The Log

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 Knight Tombstone

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.

Fireball

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 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.

Bomber The Log Arrows Knight Tombstone Fireball Electro Wizard Giant

Shortest cycle

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

10 Bomber The Log Arrows Knight

Attack Synergies 3 10

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.

Bomber
Giant Knight
Arrows
Fireball Giant Knight
Knight
Bomber Arrows Fireball The Log Electro Wizard
Tombstone
Fireball
Arrows Knight Giant The Log Electro Wizard
Giant
Bomber Arrows Fireball The Log Electro Wizard
The Log
Knight Fireball Giant
Electro Wizard
Knight Fireball Giant

Defense Synergies 3 12

Bomber
Knight Tombstone The Log Electro Wizard
Arrows
Knight Tombstone Fireball
Knight
Bomber Electro Wizard Arrows Fireball The Log
Tombstone
Bomber Arrows Fireball Electro Wizard
Fireball
The Log Arrows Knight Tombstone Electro Wizard
Giant
The Log
Fireball Bomber Knight Electro Wizard
Electro Wizard
Knight Bomber Tombstone Fireball The Log

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.

Bomber Knight Tombstone Fireball The Log Electro Wizard
Knight Tombstone The Log Electro Wizard
Bomber Knight Tombstone Electro Wizard
Knight Tombstone Electro Wizard
Bomber Arrows Tombstone Fireball The Log
Arrows Fireball The Log Bomber Electro Wizard
Electro Wizard Arrows Tombstone Fireball
Arrows Fireball The Log Electro Wizard
Tombstone
Knight Bomber Electro Wizard
Electro Wizard Bomber Arrows Knight Tombstone Fireball The Log
Arrows Fireball Electro Wizard
Tombstone Bomber Knight Fireball The Log Electro Wizard
Bomber Fireball Arrows Tombstone The Log Electro Wizard
Knight Tombstone Electro Wizard
Fireball The Log Electro Wizard
Bomber Arrows Knight Tombstone Fireball Electro Wizard
Arrows Tombstone Fireball Bomber Knight The Log Electro Wizard
Arrows The Log Bomber Knight Tombstone Fireball Electro Wizard
Electro Wizard
Bomber Arrows Knight Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Knight Tombstone Fireball Electro Wizard
Fireball Electro Wizard Bomber Arrows Knight The Log
Tombstone Knight The Log Electro Wizard
Knight Fireball The Log Electro Wizard
Knight Tombstone
Arrows Fireball Electro Wizard
Knight Tombstone Fireball Electro Wizard
Knight
Electro Wizard Knight Tombstone Fireball The Log
Tombstone
Knight Tombstone
Arrows Fireball The Log Electro Wizard
Knight Tombstone Fireball
Bomber Fireball
Tombstone Electro Wizard Bomber Knight Fireball The Log
Arrows Bomber Fireball The Log Electro Wizard
Bomber Arrows Tombstone Fireball 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.)

Fireball Arrows Knight The Log
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Arrows Knight Fireball The Log
Bomber Fireball Arrows The Log
Arrows Fireball
Bomber Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Electro Wizard
Arrows Knight Fireball The Log Electro Wizard
Fireball Arrows
Knight Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Bomber Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Bomber
Bomber Arrows Fireball The Log Electro Wizard
Bomber Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Bomber Fireball
Arrows Fireball The Log Electro Wizard
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Bomber Arrows Fireball The Log
Arrows Fireball Electro Wizard
Arrows Fireball The Log
Electro Wizard Tombstone Fireball
Fireball Arrows Electro Wizard
Arrows The Log Fireball
Fireball Knight Electro Wizard
Arrows The Log Bomber Fireball
Arrows Fireball
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball

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