My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

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

Elixir Golem Wizard Giant Skeleton Skeleton King

Offensive cards

Win conditions

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

Mortar Elixir Golem

Damage spells

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

Poison

Punishments

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

Mortar Elixir Golem

Pump responses

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

Poison

Dropped at the bridge

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

Electro Spirit Mortar Elixir Golem Giant Skeleton 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 Giant Skeleton

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
Elixir Golem Guards Giant Skeleton Skeleton King
Giant Snowball
Guards Skeleton King
Zap
Mortar Guards Skeleton King
Barbarian Barrel
Electro Spirit Mortar Elixir Golem Wizard Guards Giant Skeleton Skeleton King
The Log
Electro Spirit Elixir Golem Guards Giant Skeleton Skeleton King
Earthquake
Mortar Elixir Golem Guards Skeleton King
Arrows
Electro Spirit Guards Skeleton King
Royal Delivery
Electro Spirit Elixir Golem Wizard Guards Giant Skeleton Skeleton King
Fireball
Mortar Elixir Golem Wizard Skeleton King
Poison
Mortar Elixir Golem Wizard Guards Skeleton King
Lightning
Mortar Wizard Skeleton King
Rocket
Mortar Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Wizard Poison Skeleton King

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.

Electro Spirit Elixir Golem Guards Poison 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Elixir Golem Guards Mortar Poison Skeleton King Wizard Giant Skeleton

Shortest cycle

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

11 Electro Spirit Elixir Golem Guards Mortar

Attack Synergies 1 5

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
Giant Skeleton
Mortar
Skeleton King
Elixir Golem
Poison Wizard
Wizard
Elixir Golem Giant Skeleton
Guards
Poison
Elixir Golem Giant Skeleton
Giant Skeleton
Electro Spirit Wizard Poison
Skeleton King
Mortar

Defense Synergies 0 9

Electro Spirit
Mortar
Wizard Guards Poison Skeleton King
Elixir Golem
Wizard
Mortar Guards Giant Skeleton Skeleton King
Guards
Mortar Wizard Poison Giant Skeleton
Poison
Mortar Guards
Giant Skeleton
Wizard Guards
Skeleton King
Mortar 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.

Mortar Wizard
Mortar
Mortar Giant Skeleton
Mortar Guards Skeleton King
Poison Giant Skeleton
Electro Spirit Guards
Electro Spirit Mortar Wizard Poison
Electro Spirit Poison Giant Skeleton
Mortar Skeleton King
Guards Giant Skeleton
Guards Poison Electro Spirit Wizard Giant Skeleton Skeleton King
Wizard Poison
Mortar Wizard Guards Giant Skeleton
Wizard Electro Spirit Mortar Guards Poison Skeleton King
Mortar Skeleton King
Mortar
Wizard Mortar Poison
Mortar Electro Spirit Wizard Guards
Mortar Wizard Poison Electro Spirit Guards Giant Skeleton
Mortar
Wizard Electro Spirit Guards Poison Giant Skeleton
Mortar Guards

Counters to secondary win conditions

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

Guards Giant Skeleton
Poison Mortar Wizard
Guards Giant Skeleton
Guards Giant Skeleton
Giant Skeleton Guards
Wizard Poison Electro Spirit
Guards Giant Skeleton
Giant Skeleton
Giant Skeleton Electro Spirit Mortar Poison
Guards
Guards Giant Skeleton
Guards Poison Giant Skeleton
Giant Skeleton Wizard Guards Skeleton King
Wizard
Guards Electro Spirit Mortar Poison Giant Skeleton Skeleton King
Poison Electro Spirit Wizard Giant Skeleton Skeleton King
Electro Spirit Mortar

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.)

Poison Mortar Guards Giant Skeleton
Mortar Poison
Poison Giant Skeleton
Guards Poison Giant Skeleton
Wizard Poison Mortar
Wizard Poison Electro Spirit
Mortar Wizard Poison
Poison Wizard
Poison Mortar Wizard
Guards Poison
Poison Mortar Wizard
Poison Wizard
Poison Mortar
Mortar Poison
Mortar Poison
Mortar Wizard Poison
Mortar Wizard Poison
Mortar Poison
Mortar Wizard Poison
Mortar Wizard Poison
Poison Giant Skeleton
Wizard Poison
Mortar Poison
Poison Electro Spirit Mortar Wizard
Mortar Poison Wizard
Mortar Wizard Poison
Poison Mortar
Poison Wizard
Electro Spirit Wizard Guards Poison
Poison Mortar Wizard
Electro Spirit Poison
Giant Skeleton
Wizard Poison
Electro Spirit Guards
Poison Wizard
Poison Wizard
Mortar Wizard Poison Skeleton King
Poison Giant Skeleton
Electro Spirit Guards Poison Giant Skeleton Skeleton King
Poison
Poison Mortar Giant Skeleton
Mortar Wizard
Poison

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