My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Inferno Dragon

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.

Bomber Giant Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

Giant

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.

Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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.

Arrows Rage Skeleton Army Inferno Dragon

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 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.

Bomber Rage Arrows Skeleton Army Electro Wizard Inferno Dragon Giant Wizard

Shortest cycle

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

10 Bomber Rage Arrows Skeleton Army

Attack Synergies 3 4

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.

Bomber
Giant
Arrows
Giant
Giant
Bomber Arrows Rage Wizard Electro Wizard
Wizard
Giant Rage
Rage
Giant Wizard Electro Wizard
Skeleton Army
Electro Wizard
Giant Rage
Inferno Dragon

Defense Synergies 0 6

Bomber
Electro Wizard
Arrows
Giant
Wizard
Skeleton Army Electro Wizard
Rage
Skeleton Army
Wizard Electro Wizard Inferno Dragon
Electro Wizard
Bomber Wizard Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army 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.

Bomber Wizard Electro Wizard
Skeleton Army Inferno Dragon Bomber Electro Wizard
Skeleton Army Bomber Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Bomber Electro Wizard
Bomber Arrows Skeleton Army
Arrows Skeleton Army Bomber Electro Wizard
Electro Wizard Inferno Dragon Arrows Wizard
Arrows Electro Wizard
Inferno Dragon Skeleton Army
Skeleton Army Bomber Electro Wizard
Skeleton Army Electro Wizard Bomber Arrows Wizard
Arrows Inferno Dragon Wizard Electro Wizard
Skeleton Army Bomber Wizard Electro Wizard
Bomber Wizard Skeleton Army Arrows Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Electro Wizard Inferno Dragon
Wizard Bomber Arrows Skeleton Army Electro Wizard
Arrows Bomber Wizard Skeleton Army Electro Wizard
Arrows Wizard Bomber Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bomber Wizard Skeleton Army Arrows Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Bomber Arrows Wizard Inferno Dragon
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Inferno Dragon
Arrows Wizard Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Inferno Dragon
Electro Wizard Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Arrows Electro Wizard
Skeleton Army Wizard
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Inferno Dragon
Arrows Bomber Wizard Electro Wizard Inferno Dragon

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 Electro Wizard
Arrows
Arrows
Bomber Wizard Arrows
Arrows Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Bomber Arrows Wizard
Arrows Wizard
Arrows
Bomber
Bomber Arrows Wizard Electro Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows
Arrows Bomber Wizard
Inferno Dragon
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Bomber Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Skeleton Army
Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Bomber Wizard
Arrows
Electro Wizard
Electro Wizard
Electro Wizard

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