My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Firecracker 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.

Firecracker Prince Electro Wizard Mega Knight Skeleton King

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Punishments

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

Prince Mega Knight

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.

Electro Spirit Prince Mega Knight Skeleton King

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 Spirit Firecracker 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 Army Prince Skeleton King
Giant Snowball
Skeleton Army Skeleton King
Zap
Firecracker Skeleton Army Prince Skeleton King
Barbarian Barrel
Electro Spirit Firecracker Skeleton Army Electro Wizard Skeleton King
The Log
Electro Spirit Firecracker Skeleton Army Prince Skeleton King
Earthquake
Firecracker Skeleton Army Skeleton King
Arrows
Electro Spirit Firecracker Skeleton Army Skeleton King
Royal Delivery
Electro Spirit Firecracker Skeleton Army Prince Electro Wizard Skeleton King
Fireball
Firecracker Skeleton Army Electro Wizard Skeleton King
Poison
Firecracker Skeleton Army Electro Wizard Skeleton King
Lightning
Prince Electro Wizard Skeleton King
Rocket
Prince Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball Mega Knight Skeleton King

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.

Electro Spirit Skeleton Army Prince 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.

Fireball 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Firecracker Skeleton Army Fireball Electro Wizard Skeleton King Prince Mega Knight

Shortest cycle

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

11 Electro Spirit Firecracker Skeleton Army Fireball

Attack Synergies 2 8

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.

Electro Spirit
Fireball
Firecracker
Prince Mega Knight
Fireball
Electro Spirit Electro Wizard Mega Knight Skeleton King
Skeleton Army
Skeleton King
Prince
Mega Knight Firecracker Electro Wizard
Electro Wizard
Fireball Prince Mega Knight
Mega Knight
Prince Firecracker Fireball Electro Wizard
Skeleton King
Skeleton Army Fireball

Defense Synergies 0 12

Electro Spirit
Electro Wizard
Firecracker
Skeleton Army Prince Electro Wizard Mega Knight
Fireball
Electro Wizard Mega Knight
Skeleton Army
Firecracker Prince Electro Wizard Skeleton King
Prince
Firecracker Skeleton Army Electro Wizard
Electro Wizard
Electro Spirit Firecracker Fireball Skeleton Army Prince Mega Knight
Mega Knight
Firecracker Fireball Electro Wizard
Skeleton King
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.

Firecracker Fireball Electro Wizard
Skeleton Army Firecracker Prince Electro Wizard Mega Knight
Skeleton Army Prince Mega Knight Electro Wizard
Skeleton Army Prince Firecracker Electro Wizard Mega Knight Skeleton King
Firecracker Fireball Skeleton Army Prince Mega Knight
Fireball Skeleton Army Electro Spirit Firecracker Electro Wizard Mega Knight
Electro Wizard Electro Spirit Firecracker Fireball
Electro Spirit Fireball Electro Wizard Mega Knight
Skeleton Army Prince Skeleton King
Skeleton Army Firecracker Prince Electro Wizard Mega Knight
Skeleton Army Electro Wizard Electro Spirit Firecracker Fireball Mega Knight Skeleton King
Firecracker Fireball Electro Wizard
Skeleton Army Prince Mega Knight Fireball Electro Wizard
Fireball Skeleton Army Mega Knight Electro Spirit Firecracker Prince Electro Wizard Skeleton King
Skeleton Army Prince Electro Wizard Mega Knight Skeleton King
Skeleton Army Fireball Prince Electro Wizard Mega Knight
Mega Knight Firecracker Fireball Skeleton Army Prince Electro Wizard
Fireball Mega Knight Electro Spirit Firecracker Skeleton Army Prince Electro Wizard
Electro Spirit Firecracker Fireball Electro Wizard Mega Knight
Prince Electro Wizard
Skeleton Army Mega Knight Electro Spirit Firecracker Fireball Prince Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Prince Electro Wizard
Fireball Electro Wizard Firecracker Prince Mega Knight
Skeleton Army Mega Knight Prince Electro Wizard
Skeleton Army Prince Mega Knight Fireball Electro Wizard
Skeleton Army Prince Mega Knight
Firecracker Fireball Electro Spirit Electro Wizard
Skeleton Army Prince Fireball Electro Wizard
Mega Knight Skeleton Army Prince
Electro Wizard Mega Knight Electro Spirit Firecracker Fireball Skeleton Army Prince
Skeleton Army
Mega Knight Prince
Skeleton Army Mega Knight Fireball Prince Electro Wizard
Skeleton Army Prince Mega Knight Fireball Skeleton King
Firecracker Fireball Skeleton Army Mega Knight
Skeleton Army Electro Wizard Electro Spirit Firecracker Fireball Prince Skeleton King
Mega Knight Electro Spirit Firecracker Fireball Electro Wizard Skeleton King
Fireball

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 Firecracker
Firecracker Fireball Electro Wizard
Fireball
Firecracker Fireball Prince
Fireball Firecracker Mega Knight
Firecracker Fireball Electro Spirit
Firecracker
Fireball Firecracker
Fireball Firecracker
Fireball Prince Electro Wizard
Firecracker Fireball Prince Electro Wizard
Fireball Firecracker
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Prince
Firecracker Fireball
Firecracker Fireball Mega Knight
Fireball
Firecracker Fireball Prince Electro Wizard Mega Knight
Firecracker Fireball Mega Knight
Fireball Prince Mega Knight
Fireball
Prince
Fireball
Firecracker Electro Spirit Fireball Mega Knight
Firecracker Fireball Electro Wizard
Fireball Prince Mega Knight
Fireball Firecracker
Firecracker Fireball Electro Wizard
Electro Wizard Electro Spirit Firecracker Fireball
Fireball
Fireball Mega Knight
Electro Spirit Firecracker Fireball Electro Wizard
Prince Mega Knight
Firecracker Fireball
Electro Wizard Electro Spirit Fireball Skeleton Army Prince
Fireball Firecracker Electro Wizard
Fireball
Fireball Firecracker Prince Electro Wizard Mega Knight
Firecracker Fireball Skeleton King
Fireball
Firecracker Prince Mega Knight
Electro Spirit Firecracker Fireball Electro Wizard Skeleton King
Firecracker Fireball Electro Wizard
Firecracker Fireball Prince Electro Wizard Mega Knight

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