My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Electro Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Knight Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Rage Poison

Punishments

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

Wall Breakers

Pump responses

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

Poison

Dropped at the bridge

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

Knight Wall Breakers

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
Skeletons Wall Breakers
Giant Snowball
Skeletons Wall Breakers
Zap
Skeletons Wall Breakers
Barbarian Barrel
Skeletons Knight Bomb Tower Wall Breakers Electro Wizard
The Log
Skeletons Wall Breakers
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons Wall Breakers
Royal Delivery
Skeletons Knight Wall Breakers Electro Wizard
Fireball
Bomb Tower Wall Breakers Electro Wizard
Poison
Bomb Tower Electro Wizard
Lightning
Knight Bomb Tower Electro Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Poison

Ladder info

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 Knight Rage Poison

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.

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.

Skeletons Wall Breakers Rage Arrows Knight Bomb Tower Poison Electro Wizard

Shortest cycle

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

8 Skeletons Wall Breakers Rage Arrows

Attack Synergies 1 6

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.

Skeletons
Arrows
Knight Wall Breakers
Knight
Wall Breakers Arrows Poison Electro Wizard
Bomb Tower
Wall Breakers
Knight Arrows Electro Wizard
Rage
Electro Wizard
Poison
Knight
Electro Wizard
Knight Wall Breakers Rage

Defense Synergies 2 9

Skeletons
Knight Bomb Tower Poison Electro Wizard
Arrows
Knight Bomb Tower
Knight
Bomb Tower Electro Wizard Skeletons Arrows Poison
Bomb Tower
Knight Skeletons Arrows Electro Wizard
Wall Breakers
Rage
Poison
Skeletons Knight Electro Wizard
Electro Wizard
Knight Skeletons Bomb Tower Poison

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.

Knight Electro Wizard
Bomb Tower Skeletons Knight Electro Wizard
Bomb Tower Skeletons Knight Electro Wizard
Bomb Tower Skeletons Knight Electro Wizard
Arrows Bomb Tower Poison
Arrows Skeletons Bomb Tower Electro Wizard
Electro Wizard Arrows Bomb Tower Poison
Arrows Bomb Tower Poison Electro Wizard
Skeletons Bomb Tower
Knight Skeletons Electro Wizard
Poison Electro Wizard Skeletons Arrows Knight Bomb Tower
Arrows Poison Electro Wizard
Bomb Tower Skeletons Knight Electro Wizard
Bomb Tower Arrows Poison Electro Wizard
Knight Bomb Tower Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower Skeletons Arrows Knight Poison Electro Wizard
Arrows Bomb Tower Knight Electro Wizard
Arrows Bomb Tower Poison Knight Electro Wizard
Bomb Tower Electro Wizard
Arrows Knight Bomb Tower Poison Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Electro Wizard
Poison Electro Wizard Arrows Knight Bomb Tower
Skeletons Knight Bomb Tower Electro Wizard
Knight Electro Wizard
Skeletons Knight
Arrows Poison Skeletons Bomb Tower Electro Wizard
Skeletons Knight Bomb Tower Electro Wizard
Knight Bomb Tower
Electro Wizard Skeletons Knight Bomb Tower Poison
Skeletons
Knight Bomb Tower
Arrows Poison Electro Wizard
Skeletons Knight Bomb Tower
Bomb Tower
Electro Wizard Skeletons Knight Bomb Tower Poison
Arrows Poison Bomb 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.)

Poison Arrows Knight
Arrows Poison Electro Wizard
Arrows Poison
Arrows Knight Poison
Poison Arrows
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison
Poison Electro Wizard
Poison Arrows Knight Electro Wizard
Poison Arrows
Poison Knight
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison Electro Wizard
Arrows Poison
Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison Electro Wizard
Arrows Poison
Poison Arrows
Poison Arrows Electro Wizard
Electro Wizard Poison
Poison Arrows
Arrows Poison Electro Wizard
Arrows Poison
Electro Wizard
Poison Arrows Electro Wizard
Arrows
Poison Knight Electro Wizard
Arrows Poison
Arrows Poison
Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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