My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Firecracker Wizard Giant Skeleton

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Zap

Punishments

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

Mortar Hog Rider

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.

Knight Mortar Hog Rider Giant Skeleton

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 Hog Rider Giant Skeleton

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
Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Hog Rider Skeleton Army
Zap
Firecracker Mortar Skeleton Army
Barbarian Barrel
Knight Firecracker Mortar Wizard Skeleton Army Giant Skeleton
The Log
Firecracker Hog Rider Skeleton Army Giant Skeleton
Earthquake
Firecracker Mortar Hog Rider Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Knight Firecracker Hog Rider Wizard Skeleton Army Giant Skeleton
Fireball
Firecracker Mortar Hog Rider Wizard Skeleton Army
Poison
Firecracker Mortar Wizard Skeleton Army
Lightning
Knight Mortar Wizard
Rocket
Mortar Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Mortar Wizard

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.

Knight Skeleton Army Giant Skeleton

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

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Skeleton Army Mortar Hog Rider Wizard Giant Skeleton

Shortest cycle

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

11 Zap Knight Firecracker Skeleton Army

Attack Synergies 6 10

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
Firecracker Hog Rider Knight Mortar Giant Skeleton
Knight
Firecracker Mortar Hog Rider Zap Wizard
Firecracker
Zap Knight Hog Rider Mortar Giant Skeleton
Mortar
Knight Zap Firecracker Hog Rider
Hog Rider
Zap Knight Firecracker Mortar Wizard Giant Skeleton
Wizard
Knight Hog Rider Giant Skeleton
Skeleton Army
Giant Skeleton
Zap Firecracker Hog Rider Wizard

Defense Synergies 1 16

Zap
Knight Firecracker Mortar Skeleton Army Giant Skeleton
Knight
Firecracker Zap Mortar Wizard Skeleton Army
Firecracker
Knight Zap Mortar Skeleton Army Giant Skeleton
Mortar
Zap Knight Firecracker Wizard Skeleton Army
Hog Rider
Wizard
Knight Mortar Skeleton Army Giant Skeleton
Skeleton Army
Zap Knight Firecracker Mortar Wizard Giant Skeleton
Giant Skeleton
Zap Firecracker Wizard 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 Knight Firecracker Mortar Wizard
Skeleton Army Zap Knight Firecracker Mortar
Mortar Skeleton Army Knight Giant Skeleton
Skeleton Army Knight Firecracker Mortar
Firecracker Skeleton Army Giant Skeleton
Skeleton Army Zap Firecracker
Zap Firecracker Mortar Wizard
Zap Giant Skeleton
Mortar Skeleton Army
Knight Skeleton Army Firecracker Giant Skeleton
Skeleton Army Zap Knight Firecracker Wizard Giant Skeleton
Zap Firecracker Wizard
Mortar Skeleton Army Zap Knight Wizard Giant Skeleton
Wizard Skeleton Army Zap Firecracker Mortar
Skeleton Army Knight Mortar
Skeleton Army Zap Mortar
Wizard Knight Firecracker Mortar Skeleton Army
Mortar Zap Knight Firecracker Wizard Skeleton Army
Zap Mortar Wizard Knight Firecracker Giant Skeleton
Mortar
Wizard Skeleton Army Knight Firecracker Giant Skeleton

Counters to secondary win conditions

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

Knight Skeleton Army Zap Giant Skeleton
Zap Knight Firecracker Mortar Wizard
Skeleton Army Giant Skeleton Zap Knight
Skeleton Army Giant Skeleton Zap Knight
Giant Skeleton Knight Skeleton Army
Firecracker Wizard Zap
Skeleton Army Knight Giant Skeleton
Giant Skeleton Knight Skeleton Army
Zap Giant Skeleton Knight Firecracker Mortar Skeleton Army
Skeleton Army
Knight Giant Skeleton
Skeleton Army Zap Giant Skeleton
Skeleton Army Giant Skeleton Knight Wizard
Wizard Firecracker Skeleton Army
Skeleton Army Zap Knight Firecracker Mortar Giant Skeleton
Zap Firecracker Wizard Giant Skeleton
Zap Mortar

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.)

Knight Firecracker Mortar Giant Skeleton
Firecracker Mortar Zap
Giant Skeleton
Knight Firecracker Giant Skeleton
Wizard Zap Firecracker Mortar
Firecracker Wizard Zap
Firecracker Mortar Wizard
Zap Firecracker Wizard
Zap Firecracker Mortar Wizard
Firecracker Zap Knight Mortar Wizard
Zap Firecracker Wizard
Knight Firecracker Mortar
Firecracker Mortar
Zap Firecracker Mortar
Zap Firecracker Mortar Wizard
Firecracker Mortar Wizard
Mortar
Zap Firecracker Mortar Wizard
Zap Firecracker Mortar Wizard
Giant Skeleton
Wizard
Zap Mortar
Zap Firecracker Mortar Wizard
Firecracker Mortar Zap Wizard
Zap Mortar Wizard
Zap Firecracker Mortar
Zap Firecracker Wizard
Zap Firecracker Wizard
Zap Mortar Wizard
Zap Firecracker
Giant Skeleton
Firecracker Wizard
Zap Skeleton Army
Zap Firecracker Wizard
Knight Firecracker Wizard
Zap Firecracker Mortar Wizard
Zap Giant Skeleton
Firecracker
Zap Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Mortar Giant Skeleton
Firecracker Mortar Wizard

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