My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings 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 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!
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!

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.

Mortar

Investments

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

Knight Royal Ghost Electro Wizard Sparky

Offensive cards

Win conditions

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

Mortar Graveyard

Damage spells

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

Arrows Earthquake

Punishments

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

Mortar Royal Ghost Graveyard

Pump responses

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

Earthquake Graveyard

Dropped at the bridge

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

Knight Mortar Royal Ghost

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.

Royal Ghost 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
Graveyard Sparky
Giant Snowball
Graveyard
Zap
Mortar Graveyard Sparky
Barbarian Barrel
Knight Mortar Royal Ghost Electro Wizard Graveyard Sparky
The Log
Graveyard Sparky
Earthquake
Mortar Graveyard
Arrows
Graveyard
Royal Delivery
Knight Royal Ghost Electro Wizard Graveyard Sparky
Fireball
Mortar Electro Wizard Sparky
Poison
Mortar Electro Wizard Graveyard Sparky
Lightning
Knight Mortar Electro Wizard Sparky
Rocket
Mortar Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Earthquake Royal Ghost Sparky

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 Royal Ghost 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.

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.

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.

Arrows Knight Earthquake Royal Ghost Mortar Electro Wizard Graveyard Sparky

Shortest cycle

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

12 Arrows Knight Earthquake Royal Ghost

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
Graveyard Sparky Knight Mortar Earthquake
Knight
Mortar Graveyard Arrows Earthquake Electro Wizard Sparky
Mortar
Knight Arrows
Earthquake
Arrows Knight Graveyard Sparky
Royal Ghost
Electro Wizard
Electro Wizard
Graveyard Knight Royal Ghost Sparky
Graveyard
Arrows Knight Electro Wizard Earthquake Sparky
Sparky
Arrows Knight Earthquake Electro Wizard Graveyard

Defense Synergies 1 10

Arrows
Knight Mortar Sparky
Knight
Electro Wizard Arrows Mortar Earthquake Sparky
Mortar
Arrows Knight Earthquake Electro Wizard
Earthquake
Knight Mortar Sparky
Royal Ghost
Electro Wizard
Electro Wizard
Knight Mortar Royal Ghost
Graveyard
Sparky
Arrows Knight Earthquake

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.

Earthquake Knight Mortar Electro Wizard Sparky
Sparky Knight Mortar Electro Wizard
Mortar Sparky Knight Electro Wizard
Sparky Knight Mortar Electro Wizard
Arrows Earthquake Sparky
Arrows Earthquake Royal Ghost Electro Wizard
Electro Wizard Arrows Mortar
Earthquake Arrows Electro Wizard Sparky
Sparky Mortar
Knight Royal Ghost Electro Wizard Sparky
Electro Wizard Arrows Knight Earthquake Royal Ghost
Arrows Electro Wizard
Mortar Sparky Knight Earthquake Electro Wizard
Sparky Arrows Mortar Earthquake Royal Ghost Electro Wizard
Sparky Knight Mortar Electro Wizard
Mortar Electro Wizard Sparky
Sparky Arrows Knight Mortar Electro Wizard
Arrows Mortar Knight Royal Ghost Electro Wizard
Arrows Mortar Earthquake Knight Royal Ghost Electro Wizard
Sparky Mortar Electro Wizard
Royal Ghost Arrows Knight Earthquake Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Royal Ghost Electro Wizard Sparky
Electro Wizard Arrows Knight Mortar Royal Ghost
Knight Electro Wizard Sparky
Knight Electro Wizard Sparky
Knight Sparky
Arrows Electro Wizard
Sparky Knight Electro Wizard
Knight Sparky
Electro Wizard Knight Mortar Sparky
Sparky
Knight Sparky
Arrows Electro Wizard
Knight Sparky
Sparky
Electro Wizard Sparky Knight Mortar
Arrows Earthquake Royal Ghost Electro 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.)

Earthquake Arrows Knight Mortar Royal Ghost Sparky
Arrows Mortar Royal Ghost Electro Wizard
Earthquake Arrows Sparky
Earthquake Arrows Knight Sparky
Arrows Mortar Earthquake Sparky
Arrows
Arrows Mortar Earthquake Sparky
Arrows Earthquake
Arrows Mortar
Electro Wizard Sparky
Arrows Knight Mortar Earthquake Electro Wizard Sparky
Arrows
Earthquake Knight Mortar Sparky
Earthquake Arrows Mortar
Earthquake Arrows Mortar Sparky
Earthquake Arrows Mortar Sparky
Earthquake Arrows Mortar Sparky
Arrows Mortar Earthquake Sparky
Sparky
Arrows Mortar Earthquake Electro Wizard Sparky
Arrows Mortar Earthquake
Earthquake Sparky
Arrows
Sparky
Earthquake Arrows Mortar
Arrows Earthquake Mortar Sparky
Arrows Mortar Earthquake Royal Ghost Electro Wizard Sparky
Arrows Mortar Sparky
Arrows Mortar Sparky
Arrows Electro Wizard Sparky
Electro Wizard
Sparky
Arrows Mortar Earthquake Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Earthquake Sparky
Earthquake Electro Wizard
Arrows Electro Wizard
Arrows
Knight Electro Wizard Sparky
Arrows Mortar Earthquake
Arrows Sparky
Sparky
Electro Wizard Sparky
Electro Wizard
Mortar Royal Ghost Electro Wizard Sparky

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