My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Bomber Wizard Electro Wizard Sparky Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Sparky Mega Knight

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.

Skeleton Army Sparky Mega Knight

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.

Goblin Barrel 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 Goblin Barrel 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.

Bomber Zap Goblin Barrel Skeleton Army Electro Wizard Wizard Sparky Mega Knight

Shortest cycle

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

10 Bomber Zap Goblin Barrel Skeleton Army

Attack Synergies 2 12

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
Zap Sparky Mega Knight
Zap
Electro Wizard Sparky Bomber Mega Knight
Wizard
Sparky Mega Knight
Goblin Barrel
Skeleton Army Sparky Mega Knight
Skeleton Army
Goblin Barrel Sparky
Electro Wizard
Zap Sparky Mega Knight
Sparky
Zap Bomber Wizard Goblin Barrel Skeleton Army Electro Wizard
Mega Knight
Bomber Zap Wizard Goblin Barrel Electro Wizard

Defense Synergies 2 10

Bomber
Zap Electro Wizard
Zap
Electro Wizard Mega Knight Bomber Skeleton Army Sparky
Wizard
Skeleton Army Electro Wizard Mega Knight
Goblin Barrel
Skeleton Army
Zap Wizard Electro Wizard Sparky
Electro Wizard
Zap Bomber Wizard Skeleton Army Mega Knight
Sparky
Zap Skeleton Army
Mega Knight
Zap Wizard Electro 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.

Bomber Zap Wizard Electro Wizard Sparky
Skeleton Army Sparky Zap Electro Wizard Mega Knight
Skeleton Army Sparky Mega Knight Bomber Electro Wizard
Skeleton Army Sparky Electro Wizard Mega Knight
Bomber Skeleton Army Sparky Mega Knight
Skeleton Army Bomber Zap Electro Wizard Mega Knight
Electro Wizard Zap Wizard
Zap Electro Wizard Sparky Mega Knight
Sparky Skeleton Army
Skeleton Army Bomber Electro Wizard Sparky Mega Knight
Skeleton Army Electro Wizard Bomber Zap Wizard Mega Knight
Zap Wizard Electro Wizard
Skeleton Army Sparky Mega Knight Bomber Zap Wizard Electro Wizard
Bomber Wizard Skeleton Army Sparky Mega Knight Zap Electro Wizard
Skeleton Army Sparky Electro Wizard Mega Knight
Skeleton Army Zap Electro Wizard Sparky Mega Knight
Wizard Sparky Mega Knight Bomber Skeleton Army Electro Wizard
Mega Knight Bomber Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Bomber Electro Wizard Mega Knight
Sparky Electro Wizard
Bomber Wizard Skeleton Army Mega Knight Electro Wizard Sparky
Skeleton Army Sparky

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Wizard Sparky
Electro Wizard Bomber Zap Wizard Mega Knight
Skeleton Army Mega Knight Zap Electro Wizard Sparky
Skeleton Army Mega Knight Zap Electro Wizard Sparky
Skeleton Army Sparky Mega Knight
Wizard Zap Electro Wizard
Skeleton Army Sparky Electro Wizard
Mega Knight Skeleton Army Sparky
Zap Electro Wizard Mega Knight Skeleton Army Sparky
Skeleton Army Sparky
Mega Knight Sparky
Skeleton Army Mega Knight Zap Electro Wizard
Skeleton Army Mega Knight Wizard Sparky
Wizard Bomber Skeleton Army Sparky Mega Knight
Skeleton Army Electro Wizard Sparky Bomber Zap
Mega Knight Bomber Zap Wizard Electro Wizard Sparky
Bomber Zap 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.)

Sparky
Zap Electro Wizard
Sparky
Sparky
Bomber Wizard Zap Sparky Mega Knight
Wizard Zap
Bomber Wizard Sparky
Zap Wizard
Zap Wizard
Electro Wizard Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Bomber Zap Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Bomber Sparky
Bomber Zap Wizard Electro Wizard Sparky Mega Knight
Bomber Zap Wizard Mega Knight
Sparky Mega Knight
Wizard
Sparky
Zap
Zap Bomber Wizard Sparky Mega Knight
Zap Wizard Electro Wizard Sparky
Zap Wizard Sparky Mega Knight
Zap Sparky
Zap Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard
Sparky
Bomber Zap Wizard Sparky Mega Knight
Zap Electro Wizard Sparky
Sparky Mega Knight
Wizard Sparky
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Wizard Electro Wizard Sparky Mega Knight
Bomber Zap Wizard
Zap Sparky
Sparky Mega Knight
Zap Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Wizard Sparky Mega Knight
Sparky
Wizard Sparky Mega Knight

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