My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Archers Electro Wizard Phoenix

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.

Archers Skeleton Barrel Balloon Electro Wizard Phoenix Lumberjack Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel Balloon

Damage spells

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

Missing

Punishments

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

Skeleton Barrel Balloon Lumberjack Mega Knight

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.

Skeleton Barrel Balloon Phoenix Lumberjack Mega Knight

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 Balloon Electro Wizard Lumberjack

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
Archers Skeleton Barrel Skeleton Army Balloon Phoenix
Giant Snowball
Archers Skeleton Barrel Skeleton Army Balloon Lumberjack
Zap
Archers Skeleton Barrel Skeleton Army Balloon
Barbarian Barrel
Archers Skeleton Barrel Skeleton Army Electro Wizard Lumberjack
The Log
Archers Skeleton Barrel Skeleton Army Lumberjack
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Barrel Skeleton Army
Royal Delivery
Archers Skeleton Barrel Skeleton Army Balloon Electro Wizard Lumberjack
Fireball
Archers Skeleton Barrel Skeleton Army Balloon Electro Wizard Lumberjack
Poison
Archers Skeleton Barrel Skeleton Army Balloon Electro Wizard Phoenix
Lightning
Balloon Electro Wizard Phoenix Lumberjack
Rocket
Balloon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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.

Skeleton Barrel Skeleton Army Mega Knight

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.

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.

Archers Skeleton Barrel Skeleton Army Electro Wizard Phoenix Lumberjack Balloon Mega Knight

Shortest cycle

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

13 Archers Skeleton Barrel Skeleton Army Electro Wizard

Attack Synergies 1 12

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.

Archers
Skeleton Barrel Balloon Lumberjack Mega Knight
Skeleton Barrel
Archers Balloon Lumberjack Mega Knight
Skeleton Army
Balloon
Lumberjack Archers Skeleton Barrel Electro Wizard Mega Knight
Electro Wizard
Balloon Lumberjack Mega Knight
Phoenix
Lumberjack
Balloon Archers Skeleton Barrel Electro Wizard Mega Knight
Mega Knight
Archers Skeleton Barrel Balloon Electro Wizard Lumberjack

Defense Synergies 0 9

Archers
Skeleton Army Electro Wizard Lumberjack Mega Knight
Skeleton Barrel
Mega Knight
Skeleton Army
Archers Electro Wizard Lumberjack
Balloon
Electro Wizard
Archers Skeleton Army Lumberjack Mega Knight
Phoenix
Lumberjack
Archers Skeleton Army Electro Wizard
Mega Knight
Archers Skeleton Barrel 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.

Skeleton Barrel Electro Wizard
Skeleton Army Lumberjack Electro Wizard Phoenix Mega Knight
Skeleton Army Lumberjack Mega Knight Archers Electro Wizard
Skeleton Army Lumberjack Electro Wizard Phoenix Mega Knight
Skeleton Army Lumberjack Mega Knight
Skeleton Army Archers Electro Wizard Lumberjack Mega Knight
Electro Wizard Archers Phoenix
Skeleton Barrel Electro Wizard Phoenix Mega Knight
Skeleton Army Phoenix Lumberjack
Skeleton Army Archers Electro Wizard Phoenix Lumberjack Mega Knight
Archers Skeleton Army Electro Wizard Lumberjack Mega Knight
Archers Electro Wizard Phoenix
Skeleton Army Lumberjack Mega Knight Electro Wizard
Skeleton Army Mega Knight Electro Wizard Lumberjack
Skeleton Army Electro Wizard Phoenix Lumberjack Mega Knight
Skeleton Army Electro Wizard Lumberjack Mega Knight
Mega Knight Skeleton Army Electro Wizard Lumberjack
Mega Knight Archers Skeleton Army Electro Wizard Lumberjack
Archers Electro Wizard Lumberjack Mega Knight
Electro Wizard Phoenix Lumberjack
Skeleton Army Mega Knight Archers Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Archers Electro Wizard
Electro Wizard Archers Skeleton Barrel Phoenix Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Electro Wizard
Skeleton Army Lumberjack Mega Knight Electro Wizard Phoenix
Skeleton Army Phoenix Lumberjack Mega Knight
Archers Skeleton Barrel Electro Wizard
Skeleton Army Archers Electro Wizard Phoenix Lumberjack
Mega Knight Skeleton Army Phoenix Lumberjack
Electro Wizard Mega Knight Skeleton Army Phoenix
Skeleton Army Phoenix
Mega Knight Phoenix Lumberjack
Skeleton Army Mega Knight Electro Wizard Phoenix
Skeleton Army Mega Knight Lumberjack
Archers Skeleton Army Mega Knight
Skeleton Army Electro Wizard Phoenix Archers Lumberjack
Mega Knight Archers Electro Wizard Phoenix

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
Skeleton Barrel Electro Wizard
Skeleton Barrel
Skeleton Barrel
Mega Knight
Skeleton Barrel
Archers
Skeleton Barrel
Skeleton Barrel
Electro Wizard Lumberjack
Skeleton Barrel Electro Wizard
Archers
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Mega Knight
Archers Skeleton Barrel Electro Wizard Mega Knight
Skeleton Barrel Mega Knight
Mega Knight
Skeleton Barrel
Mega Knight
Skeleton Barrel Electro Wizard
Skeleton Barrel Mega Knight
Skeleton Barrel
Archers Electro Wizard
Electro Wizard Skeleton Barrel
Mega Knight
Electro Wizard
Mega Knight
Skeleton Barrel Electro Wizard Archers Skeleton Army
Archers Electro Wizard
Electro Wizard Lumberjack Mega Knight
Skeleton Barrel
Mega Knight
Electro Wizard
Electro Wizard
Skeleton Barrel Electro Wizard Mega Knight

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