My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Arrows

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

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.

Goblin Barrel 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
Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Inferno Tower Goblin Barrel Skeleton Army Electro Wizard
The Log
Goblin Barrel Skeleton Army
Earthquake
Inferno Tower Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army Electro Wizard
Fireball
Inferno Tower Goblin Barrel Skeleton Army Electro Wizard
Poison
Inferno Tower Skeleton Army Electro Wizard
Lightning
Inferno Tower Electro Wizard
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mega Knight

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 Inferno Tower Skeleton Army Mega Knight

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.

Goblin Barrel Skeleton Army

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.

Goblin Barrel 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.

Mirror Zap Arrows Goblin Barrel Skeleton Army Electro Wizard Inferno Tower Mega Knight

Shortest cycle

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

8 Mirror Zap Arrows Goblin Barrel

Attack Synergies 5 7

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 Mirror Electro Wizard Mega Knight
Arrows
Zap Mirror Goblin Barrel Mega Knight
Inferno Tower
Mirror
Zap Arrows Goblin Barrel Skeleton Army
Goblin Barrel
Mirror Arrows Skeleton Army Mega Knight
Skeleton Army
Mirror Goblin Barrel
Electro Wizard
Zap Mega Knight
Mega Knight
Zap Arrows Goblin Barrel Electro Wizard

Defense Synergies 8 10

Zap
Mirror Electro Wizard Mega Knight Arrows Inferno Tower Skeleton Army
Arrows
Mirror Mega Knight Zap Inferno Tower
Inferno Tower
Skeleton Army Electro Wizard Zap Arrows Mirror Mega Knight
Mirror
Zap Arrows Skeleton Army Inferno Tower Electro Wizard Mega Knight
Goblin Barrel
Skeleton Army
Inferno Tower Mirror Zap Electro Wizard
Electro Wizard
Zap Inferno Tower Mirror Skeleton Army Mega Knight
Mega Knight
Zap Arrows Inferno Tower Mirror 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.

Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Zap Electro Wizard Mega Knight
Inferno Tower Skeleton Army Mega Knight Electro Wizard
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Arrows Skeleton Army Mega Knight
Arrows Skeleton Army Zap Electro Wizard Mega Knight
Inferno Tower Electro Wizard Zap Arrows
Zap Arrows Inferno Tower Electro Wizard Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Electro Wizard Mega Knight
Skeleton Army Electro Wizard Zap Arrows Mega Knight
Arrows Inferno Tower Zap Electro Wizard
Inferno Tower Skeleton Army Mega Knight Zap Electro Wizard
Skeleton Army Mega Knight Zap Arrows Electro Wizard
Inferno Tower Skeleton Army Electro Wizard Mega Knight
Inferno Tower Skeleton Army Zap Electro Wizard Mega Knight
Mega Knight Arrows Inferno Tower Skeleton Army Electro Wizard
Arrows Mega Knight Zap Skeleton Army Electro Wizard
Zap Arrows Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Skeleton Army Mega Knight Arrows Electro Wizard
Inferno Tower Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower Electro Wizard
Electro Wizard Zap Arrows Mega Knight
Skeleton Army Mega Knight Zap Inferno Tower Electro Wizard
Skeleton Army Mega Knight Zap Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Mega Knight
Arrows Zap Electro Wizard
Skeleton Army Inferno Tower Electro Wizard
Inferno Tower Mega Knight Skeleton Army
Zap Electro Wizard Mega Knight Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Mega Knight Inferno Tower
Skeleton Army Mega Knight Zap Arrows Electro Wizard
Skeleton Army Mega Knight Inferno Tower
Skeleton Army Mega Knight
Inferno Tower Skeleton Army Electro Wizard Zap
Arrows Mega Knight Zap Inferno Tower Electro Wizard
Zap Arrows Inferno Tower 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Skeleton Army
Zap Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

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