My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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.

Knight Battle Ram Giant Electro Wizard Sparky Goblinstein

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Royal Delivery

Punishments

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

Battle Ram Giant

Pump responses

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

Missing

Dropped at the bridge

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

Knight Battle Ram 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
Battle Ram Giant Skeleton Army Sparky
Giant Snowball
Battle Ram Skeleton Army
Zap
Battle Ram Skeleton Army Sparky
Barbarian Barrel
Knight Battle Ram Skeleton Army Electro Wizard Sparky
The Log
Battle Ram Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Battle Ram Skeleton Army Electro Wizard Sparky
Fireball
Battle Ram Skeleton Army Electro Wizard Sparky
Poison
Skeleton Army Electro Wizard Sparky
Lightning
Knight Battle Ram Electro Wizard Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Sparky

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.

Knight Royal Delivery Battle Ram Skeleton Army Sparky

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.

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Royal Delivery Skeleton Army Battle Ram Electro Wizard Giant Goblinstein Sparky

Shortest cycle

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

13 Knight Royal Delivery Skeleton Army Battle Ram

Attack Synergies 2 6

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.

Knight
Battle Ram Electro Wizard Sparky
Royal Delivery
Battle Ram
Knight Electro Wizard
Giant
Sparky Electro Wizard
Skeleton Army
Sparky
Electro Wizard
Knight Battle Ram Giant Sparky
Sparky
Giant Knight Skeleton Army Electro Wizard
Goblinstein

Defense Synergies 3 6

Knight
Royal Delivery Electro Wizard Skeleton Army Sparky
Royal Delivery
Knight Electro Wizard Skeleton Army Sparky
Battle Ram
Giant
Skeleton Army
Knight Royal Delivery Electro Wizard Sparky
Electro Wizard
Knight Royal Delivery Skeleton Army
Sparky
Knight Royal Delivery Skeleton Army
Goblinstein

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.

Knight Electro Wizard Sparky
Skeleton Army Sparky Knight Royal Delivery Electro Wizard
Skeleton Army Sparky Knight Royal Delivery Electro Wizard
Skeleton Army Sparky Knight Electro Wizard
Royal Delivery Skeleton Army Sparky
Royal Delivery Skeleton Army Electro Wizard
Electro Wizard Royal Delivery
Electro Wizard Sparky
Sparky Skeleton Army
Knight Skeleton Army Royal Delivery Electro Wizard Sparky
Skeleton Army Electro Wizard Knight Royal Delivery
Royal Delivery Electro Wizard
Skeleton Army Sparky Knight Royal Delivery Electro Wizard
Skeleton Army Sparky Royal Delivery Electro Wizard
Skeleton Army Sparky Knight Electro Wizard
Skeleton Army Royal Delivery Electro Wizard Sparky Goblinstein
Sparky Knight Royal Delivery Skeleton Army Electro Wizard
Royal Delivery Knight Skeleton Army Electro Wizard
Royal Delivery Knight Electro Wizard
Sparky Electro Wizard
Skeleton Army Knight Royal Delivery Electro Wizard Sparky
Skeleton Army Sparky

Counters to secondary win conditions

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

Knight Skeleton Army Royal Delivery Electro Wizard Sparky
Royal Delivery Electro Wizard Knight
Royal Delivery Skeleton Army Knight Electro Wizard Sparky
Skeleton Army Knight Royal Delivery Electro Wizard Sparky
Knight Royal Delivery Skeleton Army Sparky
Royal Delivery Goblinstein Electro Wizard
Royal Delivery Skeleton Army Sparky Knight Electro Wizard
Knight Royal Delivery Skeleton Army Sparky
Royal Delivery Electro Wizard Goblinstein Knight Skeleton Army Sparky
Royal Delivery Skeleton Army Sparky
Knight Sparky
Skeleton Army Royal Delivery Electro Wizard
Royal Delivery Skeleton Army Knight Sparky
Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Knight Royal Delivery Goblinstein
Royal Delivery Electro Wizard Sparky
Royal Delivery 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.)

Knight Sparky
Electro Wizard
Sparky
Knight Sparky
Sparky Goblinstein
Goblinstein
Sparky
Electro Wizard Sparky
Knight Electro Wizard Sparky
Knight Sparky
Sparky
Sparky
Sparky
Sparky
Sparky
Electro Wizard Sparky
Sparky
Sparky
Sparky Goblinstein
Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Sparky
Electro Wizard Goblinstein
Sparky
Sparky
Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Skeleton Army Goblinstein
Electro Wizard
Knight Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Sparky
Electro Wizard
Electro Wizard Sparky
Sparky
Sparky

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