My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
RIP
F2P score
Mediocre

3 problems 3 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 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!
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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Skeletons Skeleton Barrel Giant Skeleton

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Zap Arrows Rage

Punishments

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

Skeleton Barrel

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 Giant Skeleton

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 Giant Skeleton

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 Skeleton Barrel Clone Giant Skeleton
Giant Snowball
Skeletons Skeleton Barrel Clone
Zap
Skeletons Skeleton Barrel Clone
Barbarian Barrel
Skeletons Skeleton Barrel Clone Giant Skeleton
The Log
Skeletons Skeleton Barrel Clone Giant Skeleton
Earthquake
Skeletons Clone
Arrows
Skeletons Skeleton Barrel Clone
Royal Delivery
Skeletons Skeleton Barrel Clone Giant Skeleton
Fireball
Skeleton Barrel Clone
Poison
Skeleton Barrel Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Skeleton Barrel Rage Clone Giant Skeleton

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.

Mirror Skeletons Zap Rage Arrows Skeleton Barrel Clone Giant Skeleton

Shortest cycle

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

5 Mirror Skeletons Zap Rage

Attack Synergies 5 8

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
Zap
Arrows Mirror Skeleton Barrel Giant Skeleton
Arrows
Zap Mirror Skeleton Barrel Giant Skeleton
Skeleton Barrel
Clone Zap Arrows Mirror Giant Skeleton
Mirror
Zap Arrows Skeleton Barrel Giant Skeleton
Rage
Giant Skeleton
Clone
Skeleton Barrel Giant Skeleton
Giant Skeleton
Clone Zap Arrows Skeleton Barrel Mirror Rage

Defense Synergies 2 6

Skeletons
Zap Giant Skeleton
Zap
Mirror Skeletons Arrows Skeleton Barrel Giant Skeleton
Arrows
Mirror Zap Giant Skeleton
Skeleton Barrel
Zap
Mirror
Zap Arrows
Rage
Clone
Giant Skeleton
Skeletons Zap Arrows

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.

Zap Skeleton Barrel
Skeletons Zap
Skeletons Giant Skeleton
Skeletons
Arrows Giant Skeleton
Arrows Skeletons Zap
Zap Arrows
Zap Arrows Skeleton Barrel Giant Skeleton
Skeletons
Skeletons Giant Skeleton
Skeletons Zap Arrows Giant Skeleton
Arrows Zap
Skeletons Zap Giant Skeleton
Zap Arrows
Zap
Skeletons Arrows
Arrows Zap
Zap Arrows Giant Skeleton
Arrows Giant Skeleton

Counters to secondary win conditions

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

Skeletons Zap Giant Skeleton
Zap Arrows Skeleton Barrel
Giant Skeleton Skeletons Zap
Giant Skeleton Zap
Giant Skeleton Skeletons
Arrows Skeletons Zap Skeleton Barrel
Skeletons Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Skeletons
Skeletons
Giant Skeleton
Zap Arrows Giant Skeleton
Giant Skeleton Skeletons
Skeletons Zap Giant Skeleton
Arrows Zap Giant Skeleton

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 Arrows Giant Skeleton
Arrows Zap Skeleton Barrel
Arrows Skeleton Barrel Giant Skeleton
Arrows Skeleton Barrel Giant Skeleton
Zap Arrows
Arrows Zap Skeleton Barrel
Arrows
Arrows Zap Skeleton Barrel
Arrows Zap Skeleton Barrel
Zap Arrows Skeleton Barrel
Zap Arrows
Skeleton Barrel
Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows
Zap Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel
Giant Skeleton
Arrows
Zap Arrows Skeleton Barrel
Zap Arrows
Arrows Zap Skeleton Barrel
Zap Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel
Zap Arrows
Zap Skeleton Barrel
Zap Arrows
Zap Arrows
Giant Skeleton
Arrows
Zap Skeleton Barrel
Zap Arrows
Arrows
Arrows Zap Skeleton Barrel
Zap Arrows Giant Skeleton
Zap Giant Skeleton
Zap
Zap Skeleton Barrel Giant Skeleton

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