My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!

Similar decks

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.

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 Knight Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Tornado

Punishments

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

Giant

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.

Knight Heal Spirit Giant

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.

Electro Wizard

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 Giant Sparky
Giant Snowball
Skeletons
Zap
Skeletons Sparky
Barbarian Barrel
Skeletons Knight Heal Spirit Electro Wizard Sparky
The Log
Skeletons Heal Spirit Sparky
Earthquake
Skeletons
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Knight Heal Spirit Electro Wizard Sparky
Fireball
Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Knight Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Knight Heal Spirit Tornado Sparky

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.

Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Heal Spirit Zap Knight Tornado Electro Wizard Giant Sparky

Shortest cycle

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

7 Skeletons Heal Spirit Zap Knight

Attack Synergies 6 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.

Skeletons
Zap
Giant Tornado Electro Wizard Sparky Knight Heal Spirit
Knight
Zap Heal Spirit Electro Wizard Sparky
Heal Spirit
Zap Knight Giant Sparky
Giant
Zap Sparky Heal Spirit Tornado Electro Wizard
Tornado
Zap Sparky Giant
Electro Wizard
Zap Knight Giant Sparky
Sparky
Zap Giant Tornado Knight Heal Spirit Electro Wizard

Defense Synergies 3 12

Skeletons
Zap Knight Tornado Electro Wizard Sparky
Zap
Electro Wizard Skeletons Knight Tornado Sparky
Knight
Electro Wizard Skeletons Zap Tornado Sparky
Heal Spirit
Giant
Tornado
Sparky Skeletons Zap Knight Electro Wizard Sparky
Electro Wizard
Zap Knight Skeletons Tornado
Sparky
Tornado Skeletons Zap Knight Tornado

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 Knight Electro Wizard Sparky
Sparky Skeletons Zap Knight Electro Wizard
Tornado Sparky Skeletons Knight Electro Wizard
Sparky Skeletons Knight Electro Wizard
Tornado Sparky
Tornado Skeletons Zap Electro Wizard
Tornado Electro Wizard Zap
Zap Electro Wizard Sparky
Sparky Skeletons Tornado
Knight Tornado Skeletons Electro Wizard Sparky
Electro Wizard Skeletons Zap Knight Tornado
Zap Tornado Electro Wizard
Sparky Skeletons Zap Knight Electro Wizard
Sparky Zap Tornado Electro Wizard
Sparky Knight Electro Wizard
Tornado Zap Electro Wizard Sparky
Sparky Skeletons Knight Tornado Electro Wizard
Zap Knight Tornado Electro Wizard
Zap Tornado Knight Electro Wizard
Sparky Tornado Electro Wizard
Knight Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Skeletons Zap Electro Wizard Sparky
Electro Wizard Zap Knight
Skeletons Zap Knight Electro Wizard Sparky
Zap Knight Tornado Electro Wizard Sparky
Skeletons Knight Sparky
Skeletons Zap Tornado Electro Wizard
Sparky Skeletons Knight Electro Wizard
Knight Sparky
Zap Electro Wizard Skeletons Knight Tornado Sparky
Skeletons Sparky
Knight Sparky
Zap Tornado Electro Wizard
Skeletons Knight Sparky
Sparky
Electro Wizard Sparky Skeletons Zap Knight Tornado
Zap 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.)

Knight Sparky
Zap Tornado Electro Wizard
Sparky
Knight Sparky
Zap Sparky
Zap Tornado
Tornado Sparky
Zap Tornado
Zap Tornado
Tornado Electro Wizard Sparky
Zap Knight Tornado Electro Wizard Sparky
Zap Tornado
Knight Sparky
Zap Sparky
Zap Sparky
Sparky
Tornado Sparky
Sparky
Zap Electro Wizard Sparky
Zap Tornado
Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Zap Tornado Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard
Zap Tornado Electro Wizard
Knight Electro Wizard Sparky
Zap
Zap Tornado Sparky
Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Sparky

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