My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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 Bandit Electro Wizard Lumberjack Mega Knight Skeleton King

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Lightning

Punishments

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

Bandit Lumberjack Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

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

Bandit Lumberjack Mega Knight Skeleton King

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.

Bandit Electro Wizard Lumberjack

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 Bandit Skeleton King
Giant Snowball
Skeletons Lumberjack Skeleton King
Zap
Skeletons Bandit Skeleton King
Barbarian Barrel
Skeletons Bandit Electro Wizard Lumberjack Skeleton King
The Log
Skeletons Bandit Lumberjack Skeleton King
Earthquake
Skeletons Skeleton King
Arrows
Skeletons Skeleton King
Royal Delivery
Skeletons Bandit Electro Wizard Lumberjack Skeleton King
Fireball
Bandit Electro Wizard Lumberjack Skeleton King
Poison
Electro Wizard Skeleton King
Lightning
Bandit Electro Wizard Lumberjack Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight Skeleton King

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Bandit Electro Wizard Lumberjack Skeleton King Lightning Mega Knight

Shortest cycle

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

10 Skeletons Zap Bandit Electro Wizard

Attack Synergies 1 9

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
Zap
Electro Wizard Bandit Lumberjack Mega Knight
Lightning
Bandit
Zap Electro Wizard Lumberjack Mega Knight
Electro Wizard
Zap Bandit Lumberjack Mega Knight
Lumberjack
Zap Bandit Electro Wizard Mega Knight
Mega Knight
Zap Bandit Electro Wizard Lumberjack
Skeleton King

Defense Synergies 2 11

Skeletons
Zap Bandit Electro Wizard Lumberjack
Zap
Electro Wizard Mega Knight Skeletons Bandit Lumberjack
Lightning
Bandit
Skeletons Zap Electro Wizard Lumberjack Mega Knight
Electro Wizard
Zap Skeletons Bandit Lumberjack Mega Knight
Lumberjack
Skeletons Zap Bandit Electro Wizard
Mega Knight
Zap Bandit Electro Wizard
Skeleton King

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.

Lightning Zap Electro Wizard
Lumberjack Skeletons Zap Bandit Electro Wizard Mega Knight
Lumberjack Mega Knight Skeletons Lightning Bandit Electro Wizard
Lumberjack Skeletons Bandit Electro Wizard Mega Knight Skeleton King
Lightning Lumberjack Mega Knight
Skeletons Zap Bandit Electro Wizard Lumberjack Mega Knight
Lightning Electro Wizard Zap
Lightning Zap Bandit Electro Wizard Mega Knight
Skeletons Lumberjack Skeleton King
Skeletons Bandit Electro Wizard Lumberjack Mega Knight
Electro Wizard Skeletons Zap Bandit Lumberjack Mega Knight Skeleton King
Zap Electro Wizard
Lumberjack Mega Knight Skeletons Zap Lightning Bandit Electro Wizard
Mega Knight Zap Electro Wizard Lumberjack Skeleton King
Bandit Electro Wizard Lumberjack Mega Knight Skeleton King
Zap Lightning Bandit Electro Wizard Lumberjack Mega Knight
Mega Knight Skeletons Electro Wizard Lumberjack
Mega Knight Zap Bandit Electro Wizard Lumberjack
Zap Bandit Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Mega Knight Bandit Electro Wizard Lumberjack
Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Skeletons Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Lightning Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Skeletons Zap Lightning Electro Wizard
Lightning Lumberjack Mega Knight Zap Bandit Electro Wizard
Skeletons Bandit Lumberjack Mega Knight
Skeletons Zap Electro Wizard
Skeletons Lightning Bandit Electro Wizard Lumberjack
Mega Knight Lumberjack
Zap Lightning Electro Wizard Mega Knight Skeletons Bandit
Skeletons
Mega Knight Lumberjack
Lightning Mega Knight Zap Electro Wizard
Lightning Mega Knight Skeletons Bandit Lumberjack Skeleton King
Mega Knight
Electro Wizard Skeletons Zap Lightning Lumberjack Skeleton King
Mega Knight Zap Electro Wizard Skeleton King
Zap 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.)

Lightning Bandit
Zap Bandit Electro Wizard
Lightning Bandit
Lightning
Zap Mega Knight
Zap
Zap Lightning
Zap Lightning Bandit
Lightning Electro Wizard Lumberjack
Lightning Zap Bandit Electro Wizard
Lightning Zap
Lightning Bandit
Lightning Bandit
Lightning Zap
Lightning Zap Bandit
Lightning Bandit Mega Knight
Lightning
Lightning
Lightning Zap Bandit Electro Wizard Mega Knight
Lightning Zap Mega Knight
Lightning Mega Knight
Lightning
Lightning
Lightning Zap
Zap Mega Knight
Zap Lightning Bandit Electro Wizard
Lightning Zap Bandit Mega Knight
Lightning Zap Bandit
Lightning Zap Electro Wizard
Zap Lightning Electro Wizard
Lightning
Lightning Zap Bandit Mega Knight
Zap Lightning Electro Wizard
Mega Knight
Lightning
Zap Lightning Electro Wizard Bandit
Lightning Zap Electro Wizard
Lightning Electro Wizard Lumberjack Mega Knight
Zap Lightning Skeleton King
Lightning Zap
Mega Knight
Zap Lightning Electro Wizard Skeleton King
Zap Lightning Electro Wizard
Lightning Zap Bandit Electro Wizard Mega Knight
Lightning Mega Knight

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