My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
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.

Mega Minion Wizard

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 Skeleton Barrel Mega Minion Elixir Golem Giant Wizard

Offensive cards

Win conditions

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

Skeleton Barrel Elixir Golem Hog Rider Giant

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.

Skeleton Barrel Elixir Golem Hog Rider Giant

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 Skeleton Barrel Elixir Golem Hog Rider Giant

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.

Skeleton Barrel 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
Skeletons Skeleton Barrel Elixir Golem Hog Rider Giant
Giant Snowball
Skeletons Skeleton Barrel Mega Minion Hog Rider
Zap
Skeletons Skeleton Barrel
Barbarian Barrel
Skeletons Knight Skeleton Barrel Elixir Golem Wizard
The Log
Skeletons Skeleton Barrel Elixir Golem Hog Rider
Earthquake
Skeletons Elixir Golem Hog Rider
Arrows
Skeletons Skeleton Barrel
Royal Delivery
Skeletons Knight Skeleton Barrel Mega Minion Elixir Golem Hog Rider Wizard
Fireball
Skeleton Barrel Mega Minion Elixir Golem Hog Rider Wizard
Poison
Skeleton Barrel Mega Minion Elixir Golem Wizard
Lightning
Knight Mega Minion Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Skeleton Barrel Mega Minion Elixir Golem

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 Knight Skeleton Barrel Mega Minion Elixir Golem Hog Rider Giant Wizard

Shortest cycle

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

10 Skeletons Knight Skeleton Barrel Mega Minion

Attack Synergies 4 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
Knight
Skeleton Barrel Mega Minion Hog Rider Wizard
Skeleton Barrel
Knight Elixir Golem Hog Rider Giant
Mega Minion
Knight Giant Elixir Golem
Elixir Golem
Skeleton Barrel Mega Minion Hog Rider Wizard
Hog Rider
Knight Skeleton Barrel Elixir Golem Giant Wizard
Giant
Mega Minion Skeleton Barrel Hog Rider Wizard
Wizard
Knight Elixir Golem Hog Rider Giant

Defense Synergies 1 6

Skeletons
Knight Mega Minion Wizard
Knight
Mega Minion Skeletons Wizard
Skeleton Barrel
Mega Minion
Mega Minion
Knight Skeletons Skeleton Barrel Wizard
Elixir Golem
Hog Rider
Giant
Wizard
Skeletons Knight Mega Minion

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 Skeleton Barrel Mega Minion Wizard
Skeletons Knight Mega Minion
Skeletons Knight Mega Minion
Skeletons Knight Mega Minion
Skeletons Mega Minion
Mega Minion Wizard
Skeleton Barrel
Skeletons
Knight Skeletons
Skeletons Knight Mega Minion Wizard
Mega Minion Wizard
Skeletons Knight Wizard
Wizard Mega Minion
Knight
Wizard Skeletons Knight
Knight Mega Minion Wizard
Wizard Knight Mega Minion
Wizard Knight

Counters to secondary win conditions

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

Knight Skeletons
Knight Skeleton Barrel Mega Minion Wizard
Skeletons Knight
Knight
Skeletons Knight
Wizard Skeletons Skeleton Barrel
Skeletons Knight Mega Minion
Knight
Skeletons Knight Mega Minion
Skeletons Mega Minion
Knight Mega Minion
Skeletons Knight Wizard
Wizard
Skeletons Knight Mega Minion
Mega Minion 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.)

Skeleton Barrel Knight
Skeleton Barrel
Skeleton Barrel
Knight Skeleton Barrel
Wizard
Wizard Skeleton Barrel Mega Minion
Wizard
Skeleton Barrel Wizard
Skeleton Barrel Wizard
Knight Skeleton Barrel Wizard
Wizard
Knight Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Wizard
Skeleton Barrel Wizard
Skeleton Barrel Mega Minion Wizard
Skeleton Barrel Wizard
Wizard
Skeleton Barrel
Wizard
Mega Minion
Skeleton Barrel Wizard
Skeleton Barrel Wizard
Skeleton Barrel
Wizard
Skeleton Barrel Mega Minion Wizard
Mega Minion
Wizard
Wizard
Skeleton Barrel
Mega Minion Wizard
Knight Mega Minion Wizard
Skeleton Barrel Wizard
Mega Minion
Skeleton Barrel
Wizard

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