My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Electro Dragon

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.

Skeletons Knight Wizard Electro Dragon

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Tornado

Punishments

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

Elite Barbarians Wall Breakers

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 Elite Barbarians Wall Breakers

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.

Elite Barbarians Electro Dragon

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 Elite Barbarians Wall Breakers
Giant Snowball
Skeletons Wall Breakers Electro Dragon
Zap
Skeletons Wall Breakers
Barbarian Barrel
Skeletons Knight Elite Barbarians Wizard Wall Breakers
The Log
Skeletons Elite Barbarians Wall Breakers
Earthquake
Skeletons
Arrows
Skeletons Wall Breakers
Royal Delivery
Skeletons Knight Elite Barbarians Wizard Wall Breakers Electro Dragon
Fireball
Elite Barbarians Wizard Wall Breakers Electro Dragon
Poison
Wizard Electro Dragon
Lightning
Knight Elite Barbarians Wizard Electro Dragon
Rocket
Elite Barbarians Wizard Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Electro Dragon

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 Knight Tornado

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.

Elite Barbarians

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.

Skeletons Wall Breakers Arrows Knight Tornado Wizard Electro Dragon Elite Barbarians

Shortest cycle

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

9 Skeletons Wall Breakers Arrows Knight

Attack Synergies 3 7

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
Elite Barbarians Knight Wall Breakers
Knight
Wall Breakers Arrows Elite Barbarians Wizard Electro Dragon
Elite Barbarians
Arrows Knight Wizard
Wizard
Tornado Knight Elite Barbarians
Wall Breakers
Knight Arrows
Tornado
Wizard Electro Dragon
Electro Dragon
Knight Tornado

Defense Synergies 2 11

Skeletons
Knight Elite Barbarians Wizard Tornado Electro Dragon
Arrows
Knight Tornado
Knight
Electro Dragon Skeletons Arrows Wizard Tornado
Elite Barbarians
Skeletons Wizard
Wizard
Tornado Skeletons Knight Elite Barbarians
Wall Breakers
Tornado
Wizard Skeletons Arrows Knight Electro Dragon
Electro Dragon
Knight Skeletons Tornado

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 Wizard Electro Dragon
Elite Barbarians Skeletons Knight Electro Dragon
Tornado Skeletons Knight Elite Barbarians Electro Dragon
Elite Barbarians Skeletons Knight Electro Dragon
Arrows Elite Barbarians Tornado
Arrows Tornado Skeletons Electro Dragon
Tornado Arrows Wizard Electro Dragon
Arrows Electro Dragon
Skeletons Elite Barbarians Tornado
Knight Elite Barbarians Tornado Skeletons
Skeletons Arrows Knight Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Skeletons Knight Elite Barbarians Wizard Electro Dragon
Wizard Arrows Tornado Electro Dragon
Elite Barbarians Knight
Tornado Elite Barbarians
Wizard Skeletons Arrows Knight Elite Barbarians Tornado Electro Dragon
Arrows Knight Elite Barbarians Wizard Tornado Electro Dragon
Arrows Wizard Tornado Knight Electro Dragon
Elite Barbarians Tornado
Wizard Arrows Knight Elite Barbarians Electro Dragon

Counters to secondary win conditions

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

Knight Skeletons Elite Barbarians
Arrows Knight Elite Barbarians Wizard Electro Dragon
Skeletons Knight Elite Barbarians Electro Dragon
Knight Elite Barbarians Tornado
Skeletons Knight Elite Barbarians
Arrows Wizard Skeletons Tornado Electro Dragon
Skeletons Knight Elite Barbarians
Knight Elite Barbarians
Electro Dragon Skeletons Knight Elite Barbarians Tornado
Skeletons
Knight Elite Barbarians Electro Dragon
Arrows Elite Barbarians Tornado
Elite Barbarians Skeletons Knight Wizard
Wizard Electro Dragon
Elite Barbarians Electro Dragon Skeletons Knight Tornado
Arrows Elite Barbarians Wizard Electro Dragon
Arrows

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 Knight Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows Knight
Wizard Arrows
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Elite Barbarians Tornado Electro Dragon
Arrows Knight Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Knight Elite Barbarians
Arrows Electro Dragon
Arrows Elite Barbarians
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Tornado
Arrows Wizard Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Wizard Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows Tornado
Elite Barbarians Arrows Wizard Tornado Electro Dragon
Electro Dragon Wizard
Elite Barbarians
Arrows Wizard Electro Dragon
Arrows Electro Dragon
Arrows Wizard
Electro Dragon
Arrows Wizard Tornado Electro Dragon
Arrows
Knight Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Tornado
Elite Barbarians Electro Dragon
Electro Dragon Elite Barbarians Tornado
Tornado Electro Dragon
Electro Dragon Tornado
Wizard Electro Dragon

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