My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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.

Firecracker

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.

Firecracker Elixir Golem Skeleton King

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

Damage spells

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

Zap Arrows Freeze

Punishments

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

Elixir Golem Wall Breakers

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.

Elixir Golem Wall Breakers 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.

Firecracker

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
Elixir Golem Wall Breakers Skeleton Army Skeleton King
Giant Snowball
Wall Breakers Skeleton Army Skeleton King
Zap
Firecracker Wall Breakers Skeleton Army Skeleton King
Barbarian Barrel
Firecracker Elixir Golem Wall Breakers Skeleton Army Skeleton King
The Log
Firecracker Elixir Golem Wall Breakers Skeleton Army Skeleton King
Earthquake
Firecracker Elixir Golem Skeleton Army Skeleton King
Arrows
Firecracker Wall Breakers Skeleton Army Skeleton King
Royal Delivery
Firecracker Elixir Golem Wall Breakers Skeleton Army Skeleton King
Fireball
Firecracker Elixir Golem Wall Breakers Skeleton Army Skeleton King
Poison
Firecracker Elixir Golem Skeleton Army Skeleton King
Lightning
Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Freeze Skeleton King

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Arrows Elixir Golem Skeleton Army Freeze

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers Arrows Firecracker Elixir Golem Skeleton Army Freeze Skeleton King

Shortest cycle

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

10 Zap Wall Breakers Arrows Firecracker

Attack Synergies 4 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.

Zap
Arrows Firecracker Elixir Golem Wall Breakers Freeze
Arrows
Zap Elixir Golem Wall Breakers Freeze
Firecracker
Zap Elixir Golem Wall Breakers
Elixir Golem
Firecracker Zap Arrows
Wall Breakers
Zap Arrows Firecracker Skeleton King
Skeleton Army
Skeleton King
Freeze
Zap Arrows
Skeleton King
Skeleton Army Wall Breakers

Defense Synergies 0 6

Zap
Arrows Firecracker Skeleton Army
Arrows
Zap
Firecracker
Zap Skeleton Army
Elixir Golem
Wall Breakers
Skeleton Army
Zap Firecracker Freeze Skeleton King
Freeze
Skeleton Army
Skeleton King
Skeleton Army

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 Firecracker
Skeleton Army Zap Firecracker
Skeleton Army Freeze
Skeleton Army Firecracker Skeleton King
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Freeze Zap Firecracker
Zap Arrows Firecracker Freeze
Zap Arrows
Skeleton Army Skeleton King
Skeleton Army Firecracker
Skeleton Army Zap Arrows Firecracker Freeze Skeleton King
Arrows Zap Firecracker
Skeleton Army Zap Freeze
Skeleton Army Zap Arrows Firecracker Freeze Skeleton King
Skeleton Army Skeleton King
Skeleton Army Zap Freeze
Arrows Firecracker Skeleton Army
Arrows Zap Firecracker Skeleton Army
Zap Arrows Freeze Firecracker
Skeleton Army Arrows Firecracker

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Arrows Firecracker
Skeleton Army Zap
Skeleton Army Zap
Skeleton Army
Arrows Firecracker Zap Freeze
Skeleton Army
Skeleton Army
Zap Freeze Firecracker Skeleton Army
Skeleton Army
Skeleton Army Zap Arrows
Skeleton Army Skeleton King
Firecracker Skeleton Army
Skeleton Army Zap Firecracker Freeze Skeleton King
Arrows Zap Firecracker Freeze Skeleton King
Zap Arrows

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.)

Arrows Firecracker Freeze
Arrows Firecracker Zap
Arrows
Arrows Firecracker Freeze
Zap Arrows Firecracker
Arrows Firecracker Zap Freeze
Arrows Firecracker
Arrows Zap Firecracker Freeze
Arrows Zap Firecracker
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker Freeze
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows Freeze
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Freeze
Arrows Firecracker Zap
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Firecracker Freeze
Zap Arrows
Zap Arrows Firecracker Freeze
Arrows Firecracker
Zap Skeleton Army Freeze
Zap Arrows Firecracker
Freeze
Arrows
Firecracker
Arrows Zap Firecracker Skeleton King
Zap Arrows
Firecracker
Zap Firecracker Freeze Skeleton King
Firecracker Zap
Zap Firecracker Freeze
Firecracker

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