My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Electro Wizard

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.

Wizard Bowler Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Graveyard

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.

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

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.

Giant Skeleton Electro Wizard Graveyard

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

Skeleton Army Bowler 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 Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Skeleton Army Electro Wizard Wizard Bowler Graveyard Giant Skeleton

Shortest cycle

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

9 Mirror Zap Skeleton Army Electro Wizard

Attack Synergies 5 9

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
Mirror Electro Wizard Graveyard Bowler Giant Skeleton
Wizard
Giant Skeleton
Mirror
Zap Skeleton Army Giant Skeleton Graveyard
Skeleton Army
Mirror
Bowler
Graveyard Zap Electro Wizard
Giant Skeleton
Zap Wizard Mirror Electro Wizard Graveyard
Electro Wizard
Zap Graveyard Bowler Giant Skeleton
Graveyard
Zap Bowler Electro Wizard Mirror Giant Skeleton

Defense Synergies 3 12

Zap
Mirror Electro Wizard Skeleton Army Bowler Giant Skeleton
Wizard
Skeleton Army Giant Skeleton Electro Wizard
Mirror
Zap Skeleton Army Bowler Electro Wizard
Skeleton Army
Mirror Zap Wizard Giant Skeleton Electro Wizard
Bowler
Zap Mirror Electro Wizard
Giant Skeleton
Zap Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Wizard Mirror Skeleton Army Bowler Giant Skeleton
Graveyard

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 Wizard Electro Wizard
Skeleton Army Zap Electro Wizard
Skeleton Army Bowler Giant Skeleton Electro Wizard
Skeleton Army Bowler Electro Wizard
Skeleton Army Bowler Giant Skeleton
Skeleton Army Bowler Zap Electro Wizard
Electro Wizard Zap Wizard
Bowler Zap Giant Skeleton Electro Wizard
Skeleton Army
Skeleton Army Bowler Giant Skeleton Electro Wizard
Skeleton Army Electro Wizard Zap Wizard Bowler Giant Skeleton
Zap Wizard Electro Wizard
Skeleton Army Bowler Zap Wizard Giant Skeleton Electro Wizard
Wizard Skeleton Army Bowler Zap Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Bowler Electro Wizard
Wizard Skeleton Army Bowler Electro Wizard
Zap Wizard Skeleton Army Bowler Electro Wizard
Zap Wizard Bowler Giant Skeleton Electro Wizard
Electro Wizard
Wizard Skeleton Army Bowler Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Bowler Giant Skeleton Electro Wizard
Electro Wizard Zap Wizard Bowler
Skeleton Army Giant Skeleton Zap Bowler Electro Wizard
Skeleton Army Bowler Giant Skeleton Zap Electro Wizard
Giant Skeleton Skeleton Army Bowler
Wizard Zap Electro Wizard
Skeleton Army Bowler Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army
Zap Giant Skeleton Electro Wizard Skeleton Army
Skeleton Army
Bowler Giant Skeleton
Skeleton Army Zap Bowler Giant Skeleton Electro Wizard
Skeleton Army Bowler Giant Skeleton Wizard
Wizard Skeleton Army Bowler
Skeleton Army Electro Wizard Zap Bowler Giant Skeleton
Bowler Zap Wizard Giant Skeleton Electro Wizard
Zap 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
Zap Bowler Electro Wizard
Giant Skeleton
Giant Skeleton
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 Giant Skeleton
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
Giant Skeleton
Wizard Bowler
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap Giant Skeleton
Zap Bowler Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Bowler Giant Skeleton Electro Wizard
Wizard Bowler

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