My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Tesla Wizard Baby Dragon

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Wizard Baby Dragon

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider

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 Hog Rider Baby Dragon

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.

Hog Rider

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
Hog Rider Skeleton Army Clone
Giant Snowball
Hog Rider Skeleton Army Clone Baby Dragon
Zap
Skeleton Army Clone
Barbarian Barrel
Knight Tesla Wizard Skeleton Army Clone
The Log
Hog Rider Skeleton Army Clone
Earthquake
Tesla Hog Rider Skeleton Army Clone
Arrows
Skeleton Army Clone
Royal Delivery
Knight Hog Rider Wizard Skeleton Army Clone Baby Dragon
Fireball
Tesla Hog Rider Wizard Skeleton Army Clone Baby Dragon
Poison
Wizard Skeleton Army Clone
Lightning
Knight Tesla Wizard Baby Dragon
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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 Skeleton Army Clone Baby Dragon

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 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.

Knight Skeleton Army Clone Tesla Fireball Hog Rider Baby Dragon Wizard

Shortest cycle

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

13 Knight Skeleton Army Clone Tesla

Attack Synergies 4 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
Hog Rider Baby Dragon Fireball Wizard
Tesla
Fireball
Hog Rider Knight Baby Dragon
Hog Rider
Knight Fireball Wizard Baby Dragon
Wizard
Knight Hog Rider
Skeleton Army
Clone
Clone
Skeleton Army Baby Dragon
Baby Dragon
Knight Fireball Hog Rider Clone

Defense Synergies 1 9

Knight
Tesla Fireball Wizard Skeleton Army Baby Dragon
Tesla
Knight Fireball Wizard Skeleton Army Baby Dragon
Fireball
Knight Tesla
Hog Rider
Wizard
Knight Tesla Skeleton Army
Skeleton Army
Knight Tesla Wizard
Clone
Baby Dragon
Knight Tesla

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 Tesla Fireball Wizard Baby Dragon
Skeleton Army Knight Tesla
Tesla Skeleton Army Knight
Tesla Skeleton Army Knight
Fireball Skeleton Army
Fireball Skeleton Army Tesla Baby Dragon
Tesla Fireball Wizard Baby Dragon
Tesla Fireball Baby Dragon
Tesla Skeleton Army
Knight Skeleton Army Tesla
Skeleton Army Knight Tesla Fireball Wizard Baby Dragon
Tesla Fireball Wizard Baby Dragon
Tesla Skeleton Army Knight Fireball Wizard
Fireball Wizard Skeleton Army Tesla Baby Dragon
Skeleton Army Knight Tesla
Skeleton Army Tesla Fireball
Tesla Wizard Knight Fireball Skeleton Army
Tesla Fireball Knight Wizard Skeleton Army Baby Dragon
Wizard Baby Dragon Knight Tesla Fireball
Tesla
Wizard Skeleton Army Knight Tesla Fireball Baby Dragon
Tesla

Counters to secondary win conditions

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

Knight Skeleton Army Tesla Fireball
Fireball Knight Tesla Wizard Baby Dragon
Skeleton Army Knight
Skeleton Army Knight Tesla Fireball
Knight Tesla Skeleton Army
Fireball Wizard Tesla Baby Dragon
Skeleton Army Knight Tesla Fireball
Knight Tesla Skeleton Army
Knight Fireball Skeleton Army Baby Dragon
Tesla Skeleton Army
Knight Tesla
Skeleton Army Fireball
Skeleton Army Knight Tesla Fireball Wizard
Wizard Tesla Fireball Skeleton Army Baby Dragon
Tesla Skeleton Army Knight Fireball Baby Dragon
Tesla Fireball Wizard Baby Dragon
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 Knight Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Knight Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Knight Fireball Wizard
Fireball Wizard Baby Dragon
Knight Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Skeleton Army
Fireball Wizard Baby Dragon
Fireball
Fireball Knight Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball Wizard

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