My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Archers Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Archers Tombstone Balloon Giant Skeleton Bandit Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage

Punishments

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

Balloon Bandit

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.

Balloon Giant Skeleton Bandit

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.

Balloon Giant Skeleton Bandit 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
Archers Balloon Giant Skeleton Bandit
Giant Snowball
Archers Tombstone Balloon
Zap
Archers Tombstone Balloon Bandit
Barbarian Barrel
Archers Tombstone Giant Skeleton Bandit Electro Wizard
The Log
Archers Tombstone Giant Skeleton Bandit
Earthquake
Archers Tombstone
Arrows
Archers Tombstone
Royal Delivery
Archers Balloon Giant Skeleton Bandit Electro Wizard
Fireball
Archers Tombstone Balloon Bandit Electro Wizard
Poison
Archers Tombstone Balloon Electro Wizard
Lightning
Tombstone Balloon Bandit Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Tombstone Rage Giant Skeleton

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.

Zap Rage Archers Tombstone Bandit Electro Wizard Balloon Giant Skeleton

Shortest cycle

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

10 Zap Rage Archers Tombstone

Attack Synergies 3 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.

Zap
Balloon Electro Wizard Archers Giant Skeleton Bandit
Archers
Zap Balloon Giant Skeleton Bandit
Tombstone
Rage
Balloon Giant Skeleton Electro Wizard
Balloon
Zap Rage Archers Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Archers Rage Balloon Bandit Electro Wizard
Bandit
Zap Archers Balloon Giant Skeleton Electro Wizard
Electro Wizard
Zap Rage Balloon Giant Skeleton Bandit

Defense Synergies 1 11

Zap
Electro Wizard Archers Tombstone Giant Skeleton Bandit
Archers
Zap Tombstone Giant Skeleton Bandit Electro Wizard
Tombstone
Zap Archers Electro Wizard
Rage
Balloon
Giant Skeleton
Zap Archers Electro Wizard
Bandit
Zap Archers Electro Wizard
Electro Wizard
Zap Archers Tombstone Giant Skeleton Bandit

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.

Zap Tombstone Electro Wizard
Zap Tombstone Bandit Electro Wizard
Archers Tombstone Giant Skeleton Bandit Electro Wizard
Tombstone Bandit Electro Wizard
Tombstone Giant Skeleton
Zap Archers Bandit Electro Wizard
Electro Wizard Zap Archers Tombstone
Zap Giant Skeleton Bandit Electro Wizard
Tombstone
Archers Giant Skeleton Bandit Electro Wizard
Archers Electro Wizard Zap Tombstone Giant Skeleton Bandit
Zap Archers Electro Wizard
Tombstone Zap Giant Skeleton Bandit Electro Wizard
Zap Tombstone Electro Wizard
Tombstone Bandit Electro Wizard
Zap Bandit Electro Wizard
Tombstone Electro Wizard
Tombstone Zap Archers Bandit Electro Wizard
Zap Archers Tombstone Giant Skeleton Bandit Electro Wizard
Electro Wizard
Archers Giant Skeleton Bandit Electro Wizard
Tombstone

Counters to secondary win conditions

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

Zap Archers Tombstone Giant Skeleton Bandit Electro Wizard
Bandit Electro Wizard Zap Archers
Tombstone Giant Skeleton Bandit Zap Electro Wizard
Giant Skeleton Zap Bandit Electro Wizard
Giant Skeleton Tombstone Bandit
Zap Archers Electro Wizard
Archers Tombstone Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Giant Skeleton Electro Wizard Tombstone Bandit
Tombstone
Tombstone Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Tombstone Bandit
Archers
Tombstone Electro Wizard Zap Archers Giant Skeleton
Zap Archers Giant Skeleton Electro Wizard
Zap Tombstone 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.)

Giant Skeleton Bandit
Zap Bandit Electro Wizard
Giant Skeleton Bandit
Giant Skeleton
Zap
Zap
Archers
Zap
Zap Bandit
Electro Wizard
Zap Bandit Electro Wizard
Zap Archers
Bandit
Bandit
Zap
Zap Bandit
Bandit
Zap Archers Bandit Electro Wizard
Zap
Giant Skeleton
Zap
Zap
Zap Bandit Electro Wizard
Zap Bandit
Zap Bandit
Zap Archers Electro Wizard
Zap Electro Wizard
Zap Bandit
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Archers Tombstone Bandit
Zap Archers Electro Wizard
Electro Wizard
Zap
Zap Giant Skeleton
Zap Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton Bandit Electro Wizard

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