My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Bomber Archers Balloon Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Poison

Punishments

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

Hog Rider Balloon Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Hog Rider Balloon Bandit

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.

Hog Rider Balloon Bandit 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
Bomber Archers Hog Rider Skeleton Army Balloon Bandit
Giant Snowball
Bomber Archers Hog Rider Skeleton Army Balloon
Zap
Bomber Archers Skeleton Army Balloon Bandit
Barbarian Barrel
Bomber Archers Skeleton Army Bandit Electro Wizard
The Log
Bomber Archers Hog Rider Skeleton Army Bandit
Earthquake
Bomber Archers Hog Rider Skeleton Army
Arrows
Bomber Archers Skeleton Army
Royal Delivery
Bomber Archers Hog Rider Skeleton Army Balloon Bandit Electro Wizard
Fireball
Bomber Archers Hog Rider Skeleton Army Balloon Bandit Electro Wizard
Poison
Bomber Archers Skeleton Army Balloon Electro Wizard
Lightning
Balloon Bandit Electro Wizard
Rocket
Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Poison

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Poison

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 Army Poison

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Skeleton Army Bandit Hog Rider Poison Electro Wizard Balloon

Shortest cycle

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

11 Bomber Archers Skeleton Army Bandit

Attack Synergies 0 13

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.

Bomber
Hog Rider Bandit
Archers
Hog Rider Balloon Bandit
Hog Rider
Bomber Archers Poison Balloon Bandit Electro Wizard
Skeleton Army
Poison
Hog Rider Balloon
Balloon
Archers Hog Rider Poison Bandit Electro Wizard
Bandit
Bomber Archers Hog Rider Balloon Electro Wizard
Electro Wizard
Hog Rider Balloon Bandit

Defense Synergies 0 9

Bomber
Bandit Electro Wizard
Archers
Skeleton Army Bandit Electro Wizard
Hog Rider
Skeleton Army
Archers Bandit Electro Wizard
Poison
Electro Wizard
Balloon
Bandit
Bomber Archers Skeleton Army Electro Wizard
Electro Wizard
Bomber Archers Skeleton Army Poison Bandit

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.

Bomber Electro Wizard
Skeleton Army Bomber Bandit Electro Wizard
Skeleton Army Bomber Archers Bandit Electro Wizard
Skeleton Army Bomber Bandit Electro Wizard
Bomber Skeleton Army Poison
Skeleton Army Bomber Archers Bandit Electro Wizard
Electro Wizard Archers Poison
Poison Bandit Electro Wizard
Skeleton Army
Skeleton Army Bomber Archers Bandit Electro Wizard
Archers Skeleton Army Poison Electro Wizard Bomber Bandit
Archers Poison Electro Wizard
Skeleton Army Bomber Bandit Electro Wizard
Bomber Skeleton Army Poison Electro Wizard
Skeleton Army Bandit Electro Wizard
Skeleton Army Bandit Electro Wizard
Bomber Skeleton Army Poison Electro Wizard
Bomber Archers Skeleton Army Bandit Electro Wizard
Poison Bomber Archers Bandit Electro Wizard
Electro Wizard
Bomber Skeleton Army Archers Poison Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Archers Bandit Electro Wizard
Poison Bandit Electro Wizard Bomber Archers
Skeleton Army Bandit Electro Wizard
Skeleton Army Bandit Electro Wizard
Skeleton Army Bandit
Poison Archers Electro Wizard
Skeleton Army Archers Bandit Electro Wizard
Skeleton Army
Electro Wizard Skeleton Army Poison Bandit
Skeleton Army
Skeleton Army Poison Electro Wizard
Skeleton Army Bandit
Bomber Archers Skeleton Army
Skeleton Army Electro Wizard Bomber Archers Poison
Poison Bomber Archers Electro Wizard

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.)

Poison Bandit
Poison Bandit Electro Wizard
Poison Bandit
Poison
Bomber Poison
Poison
Bomber Archers Poison
Poison
Poison Bandit
Poison Electro Wizard
Poison Bandit Electro Wizard
Poison Archers
Poison Bandit
Poison Bandit
Poison
Bomber Poison Bandit
Poison Bandit
Poison
Bomber
Bomber Archers Poison Bandit Electro Wizard
Bomber Poison
Poison
Poison
Poison
Poison Bomber
Poison Bandit Electro Wizard
Poison Bandit
Poison Bandit
Poison Archers Electro Wizard
Electro Wizard Poison
Poison Bomber Bandit
Poison Electro Wizard
Poison
Electro Wizard Archers Skeleton Army Bandit
Poison Archers Electro Wizard
Poison Electro Wizard
Bomber Poison
Poison
Poison Electro Wizard
Poison Electro Wizard
Poison Bandit Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: