My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minions 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.

Wizard Balloon Sparky

Offensive cards

Win conditions

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

Mortar Balloon Miner

Damage spells

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

Arrows

Punishments

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

Mortar Balloon Miner

Pump responses

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

Miner

Dropped at the bridge

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

Mortar Balloon

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.

Balloon Miner

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
Minions Skeleton Army Balloon Miner Sparky
Giant Snowball
Minions Skeleton Army Balloon Miner
Zap
Minions Mortar Skeleton Army Balloon Sparky
Barbarian Barrel
Mortar Wizard Skeleton Army Sparky
The Log
Skeleton Army Sparky
Earthquake
Mortar Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Wizard Skeleton Army Balloon Miner Sparky
Fireball
Minions Mortar Wizard Skeleton Army Balloon Sparky
Poison
Minions Mortar Wizard Skeleton Army Balloon Sparky
Lightning
Mortar Wizard Balloon Sparky
Rocket
Mortar Wizard Balloon Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Wizard Sparky

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 Skeleton Army Miner Sparky

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.

Minions 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.

Arrows Minions Skeleton Army Miner Mortar Wizard Balloon Sparky

Shortest cycle

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

12 Arrows Minions Skeleton Army Miner

Attack Synergies 5 11

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.

Arrows
Balloon Sparky Mortar Miner
Minions
Miner Mortar Balloon Sparky
Mortar
Miner Arrows Minions
Wizard
Balloon Miner Sparky
Skeleton Army
Sparky
Balloon
Arrows Miner Minions Wizard Sparky
Miner
Minions Mortar Balloon Arrows Wizard Sparky
Sparky
Arrows Minions Wizard Skeleton Army Balloon Miner

Defense Synergies 0 7

Arrows
Mortar Sparky
Minions
Mortar
Mortar
Arrows Minions Wizard Skeleton Army
Wizard
Mortar Skeleton Army
Skeleton Army
Mortar Wizard Sparky
Balloon
Miner
Sparky
Arrows 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.

Minions Mortar Wizard Sparky
Skeleton Army Sparky Minions Mortar
Mortar Skeleton Army Sparky Minions
Skeleton Army Sparky Minions Mortar
Arrows Skeleton Army Sparky
Arrows Skeleton Army Minions
Minions Arrows Mortar Wizard
Arrows Sparky
Sparky Minions Mortar Skeleton Army
Skeleton Army Miner Sparky
Minions Skeleton Army Arrows Wizard
Arrows Minions Wizard
Mortar Skeleton Army Sparky Minions Wizard
Wizard Skeleton Army Sparky Arrows Minions Mortar
Skeleton Army Sparky Mortar
Skeleton Army Mortar Sparky
Wizard Sparky Arrows Minions Mortar Skeleton Army
Arrows Mortar Minions Wizard Skeleton Army
Arrows Mortar Wizard Minions
Sparky Mortar
Wizard Skeleton Army Arrows Minions Sparky

Counters to secondary win conditions

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

Skeleton Army Sparky
Arrows Mortar Wizard Miner
Skeleton Army Minions Sparky
Skeleton Army Sparky
Skeleton Army Sparky
Arrows Wizard Minions
Skeleton Army Sparky Minions
Skeleton Army Sparky
Minions Mortar Skeleton Army Sparky
Skeleton Army Sparky
Minions Sparky
Skeleton Army Arrows
Skeleton Army Wizard Sparky
Wizard Skeleton Army Sparky
Skeleton Army Sparky Minions Mortar
Arrows Minions Wizard Sparky

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 Mortar Sparky
Arrows Mortar Miner
Arrows Miner Sparky
Arrows Sparky
Wizard Arrows Mortar Sparky
Arrows Wizard Minions
Arrows Mortar Wizard Sparky
Arrows Wizard
Arrows Miner Mortar Wizard
Minions Sparky
Miner Arrows Mortar Wizard Sparky
Arrows Wizard
Mortar Miner Sparky
Arrows Minions Mortar
Arrows Mortar Sparky
Arrows Mortar Wizard Sparky
Arrows Mortar Wizard Sparky
Arrows Mortar Sparky
Minions Sparky
Arrows Mortar Wizard Sparky
Arrows Mortar Wizard Miner
Minions Sparky
Arrows Wizard
Sparky
Arrows Mortar
Arrows Mortar Wizard Sparky
Arrows Mortar Miner Wizard Sparky
Arrows Mortar Wizard Miner Sparky
Miner Arrows Mortar Sparky
Arrows Wizard Sparky
Minions Wizard
Sparky
Arrows Mortar Wizard Miner Sparky
Arrows Sparky
Sparky
Arrows Wizard Sparky
Minions Skeleton Army
Arrows Wizard
Arrows
Miner Wizard Sparky
Arrows Mortar Wizard
Arrows Sparky
Sparky
Minions Sparky
Mortar Miner Sparky

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