My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard Ram Rider

Defensive buildings

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

Cannon

Investments

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

Skeletons Suspicious Bush Wizard Giant Skeleton Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

Punishments

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

Ram Rider

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.

Giant Skeleton Ram Rider

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.

Giant Skeleton Ram 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
Skeletons Giant Skeleton Ram Rider
Giant Snowball
Skeletons Cannon Ram Rider
Zap
Skeletons Cannon Ram Rider
Barbarian Barrel
Skeletons Cannon Wizard Giant Skeleton
The Log
Skeletons Cannon Suspicious Bush Giant Skeleton Ram Rider
Earthquake
Skeletons Cannon
Arrows
Skeletons Suspicious Bush
Royal Delivery
Skeletons Wizard Giant Skeleton Ram Rider
Fireball
Cannon Suspicious Bush Wizard Ram Rider
Poison
Cannon Suspicious Bush Wizard
Lightning
Cannon Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Arrows Suspicious Bush 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Suspicious Bush Arrows Cannon Wizard Ram Rider Giant Skeleton

Shortest cycle

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

6 Mirror Skeletons Suspicious Bush Arrows

Attack Synergies 1 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.

Skeletons
Arrows
Mirror Giant Skeleton Ram Rider
Cannon
Suspicious Bush
Wizard
Giant Skeleton Ram Rider
Mirror
Arrows Giant Skeleton Ram Rider
Giant Skeleton
Arrows Wizard Mirror
Ram Rider
Arrows Wizard Mirror

Defense Synergies 3 7

Skeletons
Cannon Wizard Giant Skeleton Ram Rider
Arrows
Mirror Cannon Giant Skeleton
Cannon
Skeletons Mirror Arrows Wizard
Suspicious Bush
Wizard
Skeletons Cannon Giant Skeleton
Mirror
Arrows Cannon
Giant Skeleton
Skeletons Arrows Wizard
Ram Rider
Skeletons

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.

Cannon Wizard Ram Rider
Skeletons Cannon Ram Rider
Cannon Ram Rider Skeletons Giant Skeleton
Cannon Skeletons Ram Rider
Arrows Giant Skeleton
Arrows Skeletons Cannon
Ram Rider Arrows Cannon Wizard
Arrows Cannon Giant Skeleton Ram Rider
Cannon Skeletons
Skeletons Cannon Giant Skeleton
Skeletons Arrows Cannon Wizard Giant Skeleton Ram Rider
Arrows Wizard Ram Rider
Cannon Skeletons Wizard Giant Skeleton Ram Rider
Wizard Arrows Cannon
Cannon Ram Rider
Cannon Ram Rider
Wizard Skeletons Arrows Cannon
Arrows Cannon Wizard Ram Rider
Arrows Wizard Cannon Giant Skeleton Ram Rider
Cannon Ram Rider
Wizard Arrows Cannon Giant Skeleton

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Arrows Wizard
Giant Skeleton Skeletons Ram Rider
Giant Skeleton Ram Rider
Giant Skeleton Skeletons Cannon Ram Rider
Arrows Wizard Skeletons Ram Rider
Skeletons Giant Skeleton Ram Rider
Giant Skeleton
Giant Skeleton Skeletons
Skeletons Cannon
Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Skeletons Cannon Wizard Ram Rider
Wizard Cannon
Skeletons Giant Skeleton
Arrows Cannon Wizard Giant Skeleton
Arrows Cannon

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.)

Arrows Giant Skeleton
Arrows Ram Rider
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows
Arrows Wizard Ram Rider
Arrows Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows
Arrows Wizard
Wizard
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Arrows Wizard Ram Rider
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard

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