My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard 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.

Royal Giant Tombstone Wizard Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant 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.

Royal Giant Hog Rider

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.

Hog Rider 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
Royal Giant Hog Rider Skeleton Army
Giant Snowball
Tombstone Hog Rider Skeleton Army
Zap
Royal Giant Tombstone Skeleton Army
Barbarian Barrel
Tombstone Wizard Skeleton Army Electro Wizard
The Log
Royal Giant Tombstone Hog Rider Skeleton Army
Earthquake
Tombstone Hog Rider Skeleton Army
Arrows
Tombstone Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Bowler Electro Wizard
Fireball
Tombstone Hog Rider Wizard Skeleton Army Bowler Electro Wizard
Poison
Tombstone Wizard Skeleton Army Electro Wizard
Lightning
Tombstone Wizard Bowler Electro Wizard
Rocket
Hog Rider Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Bowler

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.

Tombstone Skeleton Army Bowler

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.

Royal Giant 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Tombstone Skeleton Army Hog Rider Electro Wizard Wizard Bowler Royal Giant

Shortest cycle

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

12 Zap Tombstone Skeleton Army Hog Rider

Attack Synergies 2 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
Hog Rider Electro Wizard Royal Giant Bowler
Royal Giant
Zap Hog Rider Wizard Bowler Electro Wizard
Tombstone
Hog Rider
Zap Royal Giant Wizard Bowler Electro Wizard
Wizard
Royal Giant Hog Rider
Skeleton Army
Bowler
Zap Royal Giant Hog Rider Electro Wizard
Electro Wizard
Zap Royal Giant Hog Rider Bowler

Defense Synergies 1 9

Zap
Electro Wizard Tombstone Skeleton Army Bowler
Royal Giant
Tombstone
Zap Wizard Electro Wizard
Hog Rider
Wizard
Tombstone Skeleton Army Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard
Bowler
Zap Electro Wizard
Electro Wizard
Zap Tombstone Wizard Skeleton Army Bowler

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.

Bowler Zap Tombstone Wizard Electro Wizard
Skeleton Army Zap Tombstone Electro Wizard
Skeleton Army Bowler Tombstone Electro Wizard
Skeleton Army Tombstone Bowler Electro Wizard
Tombstone Skeleton Army Bowler
Skeleton Army Bowler Zap Electro Wizard
Electro Wizard Zap Tombstone Wizard
Bowler Zap Electro Wizard
Tombstone Skeleton Army
Skeleton Army Bowler Electro Wizard
Skeleton Army Electro Wizard Zap Tombstone Wizard Bowler
Zap Wizard Electro Wizard
Tombstone Skeleton Army Bowler Zap Wizard Electro Wizard
Wizard Skeleton Army Bowler Zap Tombstone Electro Wizard
Skeleton Army Tombstone Electro Wizard
Skeleton Army Zap Bowler Electro Wizard
Wizard Tombstone Skeleton Army Bowler Electro Wizard
Tombstone Zap Wizard Skeleton Army Bowler Electro Wizard
Zap Wizard Tombstone Bowler Electro Wizard
Electro Wizard
Wizard Skeleton Army Bowler Electro Wizard
Tombstone

Counters to secondary win conditions

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

Skeleton Army Zap Tombstone Bowler Electro Wizard
Electro Wizard Zap Wizard Bowler
Tombstone Skeleton Army Zap Bowler Electro Wizard
Skeleton Army Bowler Zap Electro Wizard
Tombstone Skeleton Army Bowler
Wizard Zap Electro Wizard
Skeleton Army Tombstone Bowler Electro Wizard
Skeleton Army
Zap Electro Wizard Tombstone Skeleton Army
Tombstone Skeleton Army
Tombstone Bowler
Skeleton Army Zap Bowler Electro Wizard
Skeleton Army Bowler Tombstone Wizard
Wizard Skeleton Army Bowler
Tombstone Skeleton Army Electro Wizard Zap Bowler
Bowler Zap Wizard 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.)

Zap Bowler Electro Wizard
Wizard Zap Bowler
Wizard Zap
Wizard Bowler
Zap Wizard Bowler
Zap Wizard
Bowler Electro Wizard
Zap Wizard Bowler Electro Wizard
Zap Wizard
Bowler
Zap
Zap Wizard Bowler
Wizard Bowler
Zap Wizard Bowler Electro Wizard
Zap Wizard Bowler
Bowler
Wizard
Bowler
Zap
Zap Wizard Bowler
Zap Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bowler
Zap Wizard
Zap Electro Wizard
Wizard Bowler
Zap Electro Wizard Tombstone Skeleton Army
Zap Wizard Electro Wizard
Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap
Zap Bowler Electro Wizard
Zap Electro Wizard
Zap Bowler Electro Wizard
Wizard Bowler

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