My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Ram Rider

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 Firecracker Giant Skeleton Electro Wizard Lumberjack Ram Rider Mega Knight

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.

Missing

Punishments

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

Lumberjack Ram Rider 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.

Giant Skeleton Lumberjack Ram Rider 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 Giant Skeleton Electro Wizard Lumberjack 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 Clone Giant Skeleton Ram Rider
Giant Snowball
Skeletons Clone Lumberjack Ram Rider
Zap
Skeletons Firecracker Clone Ram Rider
Barbarian Barrel
Skeletons Firecracker Clone Giant Skeleton Electro Wizard Lumberjack
The Log
Skeletons Firecracker Clone Giant Skeleton Lumberjack Ram Rider
Earthquake
Skeletons Firecracker Clone
Arrows
Skeletons Firecracker Clone
Royal Delivery
Skeletons Firecracker Clone Giant Skeleton Electro Wizard Lumberjack Ram Rider
Fireball
Firecracker Clone Electro Wizard Lumberjack Ram Rider
Poison
Firecracker Clone Electro Wizard
Lightning
Electro Wizard Lumberjack Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Clone Giant Skeleton 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Firecracker Clone Electro Wizard Lumberjack Ram Rider Giant Skeleton Mega Knight

Shortest cycle

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

11 Skeletons Firecracker Clone Electro Wizard

Attack Synergies 1 14

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
Firecracker
Giant Skeleton Lumberjack Ram Rider Mega Knight
Clone
Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Clone Firecracker Electro Wizard Lumberjack
Electro Wizard
Clone Giant Skeleton Lumberjack Ram Rider Mega Knight
Lumberjack
Firecracker Clone Giant Skeleton Electro Wizard Ram Rider Mega Knight
Ram Rider
Firecracker Electro Wizard Lumberjack Mega Knight
Mega Knight
Firecracker Electro Wizard Lumberjack Ram Rider

Defense Synergies 0 15

Skeletons
Firecracker Giant Skeleton Electro Wizard Lumberjack Ram Rider
Firecracker
Skeletons Giant Skeleton Electro Wizard Lumberjack Mega Knight
Clone
Giant Skeleton
Skeletons Firecracker Electro Wizard Lumberjack
Electro Wizard
Skeletons Firecracker Giant Skeleton Lumberjack Ram Rider Mega Knight
Lumberjack
Skeletons Firecracker Giant Skeleton Electro Wizard Ram Rider
Ram Rider
Skeletons Electro Wizard Lumberjack
Mega Knight
Firecracker Electro Wizard

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.

Firecracker Electro Wizard Ram Rider
Lumberjack Skeletons Firecracker Electro Wizard Ram Rider Mega Knight
Lumberjack Ram Rider Mega Knight Skeletons Giant Skeleton Electro Wizard
Lumberjack Skeletons Firecracker Electro Wizard Ram Rider Mega Knight
Firecracker Giant Skeleton Lumberjack Mega Knight
Skeletons Firecracker Electro Wizard Lumberjack Mega Knight
Electro Wizard Ram Rider Firecracker
Giant Skeleton Electro Wizard Ram Rider Mega Knight
Skeletons Lumberjack
Skeletons Firecracker Giant Skeleton Electro Wizard Lumberjack Mega Knight
Electro Wizard Skeletons Firecracker Giant Skeleton Lumberjack Ram Rider Mega Knight
Firecracker Electro Wizard Ram Rider
Lumberjack Mega Knight Skeletons Giant Skeleton Electro Wizard Ram Rider
Mega Knight Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack Ram Rider Mega Knight
Electro Wizard Lumberjack Ram Rider Mega Knight
Mega Knight Skeletons Firecracker Electro Wizard Lumberjack
Mega Knight Firecracker Electro Wizard Lumberjack Ram Rider
Firecracker Giant Skeleton Electro Wizard Lumberjack Ram Rider Mega Knight
Electro Wizard Lumberjack Ram Rider
Mega Knight Firecracker Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Skeletons Giant Skeleton Electro Wizard
Electro Wizard Firecracker Lumberjack Mega Knight
Giant Skeleton Lumberjack Mega Knight Skeletons Electro Wizard Ram Rider
Giant Skeleton Lumberjack Mega Knight Electro Wizard Ram Rider
Giant Skeleton Skeletons Lumberjack Ram Rider Mega Knight
Firecracker Skeletons Electro Wizard Ram Rider
Skeletons Giant Skeleton Electro Wizard Lumberjack Ram Rider
Giant Skeleton Mega Knight Lumberjack
Giant Skeleton Electro Wizard Mega Knight Skeletons Firecracker
Skeletons
Mega Knight Giant Skeleton Lumberjack
Mega Knight Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Skeletons Lumberjack Ram Rider
Firecracker Mega Knight
Electro Wizard Skeletons Firecracker Giant Skeleton Lumberjack
Mega Knight Firecracker Giant Skeleton Electro Wizard
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.)

Firecracker Giant Skeleton
Firecracker Electro Wizard Ram Rider
Giant Skeleton
Firecracker Giant Skeleton
Firecracker Mega Knight
Firecracker Ram Rider
Firecracker
Firecracker Ram Rider
Firecracker Ram Rider
Electro Wizard Lumberjack
Firecracker Electro Wizard Ram Rider
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Giant Skeleton Mega Knight
Firecracker Mega Knight
Firecracker Electro Wizard Ram Rider
Ram Rider Mega Knight
Firecracker
Firecracker Electro Wizard
Electro Wizard Firecracker
Mega Knight
Firecracker Electro Wizard
Giant Skeleton Mega Knight
Firecracker
Electro Wizard
Firecracker Electro Wizard Ram Rider
Firecracker Electro Wizard Lumberjack Mega Knight
Firecracker
Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton Electro Wizard Mega Knight
Firecracker Mega Knight

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