My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Void Phoenix Little Prince Skeleton King

Deck tips

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Skeleton Barrel Wizard Golem Royal Ghost Skeleton King

Offensive cards

Win conditions

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

Skeleton Barrel Mortar Hog Rider Golem

Damage spells

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

Earthquake

Punishments

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

Skeleton Barrel Mortar Hog Rider Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Skeleton Barrel Mortar Hog Rider Golem Royal Ghost Skeleton King

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.

Skeleton Barrel Hog Rider Golem Royal Ghost

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 Barrel Hog Rider Skeleton King
Giant Snowball
Skeleton Barrel Hog Rider Skeleton King
Zap
Skeleton Barrel Mortar Skeleton King
Barbarian Barrel
Skeleton Barrel Mortar Wizard Royal Ghost Skeleton King
The Log
Skeleton Barrel Hog Rider Skeleton King
Earthquake
Mortar Hog Rider Skeleton King
Arrows
Skeleton Barrel Skeleton King
Royal Delivery
Skeleton Barrel Hog Rider Wizard Royal Ghost Skeleton King
Fireball
Skeleton Barrel Mortar Hog Rider Wizard Skeleton King
Poison
Skeleton Barrel Mortar Wizard Skeleton King
Lightning
Mortar Wizard Skeleton King
Rocket
Mortar Hog Rider Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Earthquake Wizard Royal Ghost Skeleton King

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.

Skeleton Barrel Golem Royal Ghost

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

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.

Skeleton Barrel Earthquake Royal Ghost Mortar Hog Rider Skeleton King Wizard Golem

Shortest cycle

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

13 Skeleton Barrel Earthquake Royal Ghost Mortar

Attack Synergies 3 10

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.

Skeleton Barrel
Skeleton King Mortar Hog Rider Golem Royal Ghost
Mortar
Skeleton Barrel Hog Rider Skeleton King
Earthquake
Hog Rider Golem
Hog Rider
Earthquake Skeleton Barrel Mortar Wizard
Wizard
Hog Rider Golem Royal Ghost
Golem
Earthquake Skeleton Barrel Wizard Skeleton King
Royal Ghost
Skeleton Barrel Wizard
Skeleton King
Skeleton Barrel Mortar Golem

Defense Synergies 0 5

Skeleton Barrel
Mortar
Earthquake Wizard Skeleton King
Earthquake
Mortar
Hog Rider
Wizard
Mortar Royal Ghost Skeleton King
Golem
Royal Ghost
Wizard
Skeleton King
Mortar 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.

Earthquake Skeleton Barrel Mortar Wizard
Mortar
Mortar
Mortar Skeleton King
Earthquake
Earthquake Royal Ghost
Mortar Wizard
Earthquake Skeleton Barrel
Mortar Skeleton King
Royal Ghost
Earthquake Wizard Royal Ghost Skeleton King
Wizard
Mortar Earthquake Wizard
Wizard Mortar Earthquake Royal Ghost Skeleton King
Mortar Skeleton King
Mortar
Wizard Mortar
Mortar Wizard Royal Ghost
Mortar Earthquake Wizard Royal Ghost
Mortar
Wizard Royal Ghost Earthquake

Counters to secondary win conditions

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

Royal Ghost
Skeleton Barrel Mortar Wizard Royal Ghost
Wizard Skeleton Barrel
Mortar
Wizard Skeleton King
Wizard
Mortar Skeleton King
Earthquake Wizard Royal Ghost Skeleton King
Mortar

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.)

Skeleton Barrel Earthquake Mortar Royal Ghost
Mortar Skeleton Barrel Royal Ghost
Earthquake Skeleton Barrel
Earthquake Skeleton Barrel
Wizard Mortar Earthquake
Wizard Skeleton Barrel
Mortar Earthquake Wizard
Earthquake Skeleton Barrel Wizard
Skeleton Barrel Mortar Wizard
Skeleton Barrel Mortar Earthquake Wizard
Wizard
Earthquake Skeleton Barrel Mortar
Earthquake Skeleton Barrel Mortar
Earthquake Skeleton Barrel Mortar
Earthquake Skeleton Barrel Mortar Wizard
Earthquake Skeleton Barrel Mortar Wizard
Mortar Earthquake
Skeleton Barrel Mortar Earthquake Wizard
Skeleton Barrel Mortar Earthquake Wizard
Earthquake
Wizard
Earthquake Skeleton Barrel Mortar
Earthquake Mortar Wizard
Mortar Skeleton Barrel Earthquake Wizard Royal Ghost
Skeleton Barrel Mortar Wizard
Skeleton Barrel Mortar
Wizard
Skeleton Barrel Wizard
Mortar Earthquake Wizard
Earthquake Wizard
Skeleton Barrel Earthquake
Wizard
Wizard
Skeleton Barrel Mortar Earthquake Wizard Skeleton King
Skeleton King
Skeleton Barrel Mortar Royal Ghost

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