My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Electro 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 Suspicious Bush Flying Machine Electro Wizard 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.

Poison

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.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Flying Machine Royal Hogs 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.

Royal Hogs Electro Wizard

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 Royal Hogs Guards
Giant Snowball
Skeletons Flying Machine Royal Hogs Guards
Zap
Skeletons Flying Machine Royal Hogs Guards
Barbarian Barrel
Skeletons Royal Hogs Guards Electro Wizard
The Log
Skeletons Suspicious Bush Royal Hogs Guards
Earthquake
Skeletons Royal Hogs Guards
Arrows
Skeletons Suspicious Bush Flying Machine Royal Hogs Guards
Royal Delivery
Skeletons Flying Machine Royal Hogs Guards Electro Wizard
Fireball
Suspicious Bush Flying Machine Royal Hogs Electro Wizard
Poison
Suspicious Bush Flying Machine Royal Hogs Guards Electro Wizard
Lightning
Electro Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Poison

Against ground swarms

Spells and units that can counter ground swarms.

Poison 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.

Suspicious Bush Guards Poison 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Suspicious Bush Guards Flying Machine Poison Electro Wizard Royal Hogs Mega Knight

Shortest cycle

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

10 Skeletons Suspicious Bush Guards Flying Machine

Attack Synergies 0 8

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
Suspicious Bush
Flying Machine
Royal Hogs Mega Knight
Royal Hogs
Flying Machine Guards Poison Electro Wizard Mega Knight
Guards
Royal Hogs
Poison
Royal Hogs Mega Knight
Electro Wizard
Royal Hogs Mega Knight
Mega Knight
Flying Machine Royal Hogs Poison Electro Wizard

Defense Synergies 0 11

Skeletons
Flying Machine Poison Electro Wizard
Suspicious Bush
Flying Machine
Skeletons Guards Electro Wizard Mega Knight
Royal Hogs
Guards
Flying Machine Poison Electro Wizard
Poison
Skeletons Guards Electro Wizard Mega Knight
Electro Wizard
Skeletons Flying Machine Guards Poison Mega Knight
Mega Knight
Flying Machine Poison 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.

Flying Machine Electro Wizard
Skeletons Flying Machine Electro Wizard Mega Knight
Mega Knight Skeletons Electro Wizard
Skeletons Guards Electro Wizard Mega Knight
Poison Mega Knight
Skeletons Flying Machine Guards Electro Wizard Mega Knight
Electro Wizard Flying Machine Poison
Flying Machine Poison Electro Wizard Mega Knight
Skeletons
Guards Skeletons Electro Wizard Mega Knight
Guards Poison Electro Wizard Skeletons Flying Machine Mega Knight
Flying Machine Poison Electro Wizard
Mega Knight Skeletons Flying Machine Guards Electro Wizard
Mega Knight Guards Poison Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Skeletons Poison Electro Wizard
Mega Knight Flying Machine Guards Electro Wizard
Poison Flying Machine Guards Electro Wizard Mega Knight
Electro Wizard
Mega Knight Flying Machine Guards Poison Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Electro Wizard
Poison Electro Wizard Flying Machine Mega Knight
Guards Mega Knight Skeletons Electro Wizard
Guards Mega Knight Electro Wizard
Skeletons Guards Mega Knight
Poison Skeletons Flying Machine Electro Wizard
Guards Skeletons Flying Machine Electro Wizard
Mega Knight
Electro Wizard Mega Knight Skeletons Flying Machine Poison
Skeletons Guards
Mega Knight Flying Machine Guards
Mega Knight Guards Poison Electro Wizard
Mega Knight Skeletons Guards
Flying Machine Mega Knight
Guards Electro Wizard Skeletons Flying Machine Poison
Poison Mega Knight Flying Machine 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.)

Poison Flying Machine Guards
Poison Flying Machine Electro Wizard
Flying Machine Poison
Flying Machine Guards Poison
Poison Mega Knight
Poison Flying Machine
Flying Machine Poison
Poison Flying Machine
Poison Flying Machine
Guards Poison Electro Wizard
Poison Flying Machine Electro Wizard
Poison Flying Machine
Flying Machine Poison
Flying Machine Poison
Flying Machine Poison
Flying Machine Poison
Flying Machine Poison Mega Knight
Poison
Flying Machine Poison Electro Wizard Mega Knight
Flying Machine Poison Mega Knight
Poison Mega Knight
Poison
Flying Machine Poison
Poison Mega Knight
Poison Flying Machine Electro Wizard
Flying Machine Poison Mega Knight
Poison
Poison Flying Machine Electro Wizard
Electro Wizard Flying Machine Guards Poison
Poison Mega Knight
Poison Electro Wizard
Mega Knight
Poison
Electro Wizard Flying Machine Guards
Poison Flying Machine Electro Wizard
Poison Flying Machine Electro Wizard Mega Knight
Flying Machine Poison
Poison
Flying Machine Mega Knight
Flying Machine Guards Poison Electro Wizard
Flying Machine Poison Electro Wizard
Poison Flying Machine Electro Wizard Mega Knight
Mega Knight

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