My Best Clash Royale Deck

Deck Check Rating

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

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 No direct tower 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 spells that can finish it off. Consider adding 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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 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!
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.

Firecracker Electro Wizard Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Bomber Firecracker Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Missing

Punishments

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

Royal Hogs Mega Knight

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.

Royal Hogs Magic Archer Mega Knight

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.

Firecracker Royal Hogs Electro Wizard Magic Archer

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 Bomber Royal Hogs
Giant Snowball
Skeletons Bomber Royal Hogs
Zap
Skeletons Bomber Firecracker Royal Hogs
Barbarian Barrel
Skeletons Bomber Firecracker Bomb Tower Royal Hogs Electro Wizard Magic Archer
The Log
Skeletons Bomber Firecracker Royal Hogs
Earthquake
Skeletons Bomber Firecracker Bomb Tower Royal Hogs
Arrows
Skeletons Bomber Firecracker Royal Hogs
Royal Delivery
Skeletons Bomber Firecracker Royal Hogs Electro Wizard Magic Archer
Fireball
Bomber Firecracker Bomb Tower Royal Hogs Electro Wizard Magic Archer
Poison
Bomber Firecracker Bomb Tower Royal Hogs Electro Wizard Magic Archer
Lightning
Bomb Tower Electro Wizard Magic Archer
Rocket
Bomb Tower Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Bomb Tower Magic Archer Mega Knight

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.

Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Firecracker Bomb Tower Electro Wizard Magic Archer Royal Hogs Mega Knight

Shortest cycle

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

10 Skeletons Bomber Firecracker Bomb Tower

Attack Synergies 0 10

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
Bomber
Royal Hogs Mega Knight
Firecracker
Royal Hogs Mega Knight
Bomb Tower
Royal Hogs
Bomber Firecracker Electro Wizard Magic Archer Mega Knight
Electro Wizard
Royal Hogs Magic Archer Mega Knight
Magic Archer
Royal Hogs Electro Wizard Mega Knight
Mega Knight
Bomber Firecracker Royal Hogs Electro Wizard Magic Archer

Defense Synergies 0 14

Skeletons
Bomber Firecracker Bomb Tower Electro Wizard Magic Archer
Bomber
Skeletons Electro Wizard
Firecracker
Skeletons Bomb Tower Electro Wizard Mega Knight
Bomb Tower
Skeletons Firecracker Electro Wizard Magic Archer
Royal Hogs
Electro Wizard
Skeletons Bomber Firecracker Bomb Tower Magic Archer Mega Knight
Magic Archer
Skeletons Bomb Tower Electro Wizard Mega Knight
Mega Knight
Firecracker Electro Wizard Magic Archer

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.

Bomber Firecracker Electro Wizard Magic Archer
Bomb Tower Skeletons Firecracker Electro Wizard Mega Knight
Bomb Tower Mega Knight Skeletons Bomber Electro Wizard
Bomb Tower Skeletons Firecracker Electro Wizard Mega Knight
Bomber Firecracker Bomb Tower Mega Knight
Skeletons Bomber Firecracker Bomb Tower Electro Wizard Magic Archer Mega Knight
Electro Wizard Firecracker Bomb Tower Magic Archer
Bomb Tower Electro Wizard Magic Archer Mega Knight
Skeletons Bomb Tower
Skeletons Bomber Firecracker Electro Wizard Mega Knight
Electro Wizard Skeletons Bomber Firecracker Bomb Tower Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Bomb Tower Mega Knight Skeletons Bomber Electro Wizard
Bomber Bomb Tower Mega Knight Firecracker Electro Wizard Magic Archer
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Mega Knight Skeletons Bomber Firecracker Electro Wizard
Bomb Tower Mega Knight Bomber Firecracker Electro Wizard Magic Archer
Bomb Tower Bomber Firecracker Electro Wizard Magic Archer Mega Knight
Bomb Tower Electro Wizard
Bomber Mega Knight Firecracker Bomb Tower Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Mega Knight Skeletons Electro Wizard
Electro Wizard Bomber Firecracker Bomb Tower Magic Archer Mega Knight
Mega Knight Skeletons Bomb Tower Electro Wizard
Mega Knight Electro Wizard
Skeletons Mega Knight
Firecracker Skeletons Bomb Tower Electro Wizard Magic Archer
Skeletons Bomb Tower Electro Wizard
Mega Knight Bomb Tower
Electro Wizard Mega Knight Skeletons Firecracker Bomb Tower Magic Archer
Skeletons
Mega Knight Bomb Tower
Mega Knight Electro Wizard
Mega Knight Skeletons Bomb Tower
Bomber Firecracker Bomb Tower Magic Archer Mega Knight
Electro Wizard Skeletons Bomber Firecracker Bomb Tower Magic Archer
Mega Knight Bomber Firecracker Bomb Tower Electro Wizard Magic Archer
Bomber Bomb Tower 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.)

Magic Archer Firecracker
Firecracker Electro Wizard Magic Archer
Magic Archer
Firecracker
Bomber Firecracker Magic Archer Mega Knight
Firecracker Magic Archer
Bomber Firecracker Magic Archer
Firecracker Magic Archer
Firecracker
Electro Wizard
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Bomber Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Bomber
Bomber Firecracker Electro Wizard Magic Archer Mega Knight
Bomber Firecracker Magic Archer Mega Knight
Magic Archer Mega Knight
Firecracker Bomber Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Bomber Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Mega Knight
Firecracker Magic Archer
Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Mega Knight
Bomber Firecracker Magic Archer
Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Mega Knight

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