My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Mediocre
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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.

Zappies Wizard Giant Skeleton Skeleton King

Offensive cards

Win conditions

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

Mortar Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Mortar Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Mortar Giant Skeleton 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.

Giant Skeleton Graveyard

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
Giant Skeleton Graveyard Skeleton King
Giant Snowball
Zappies Graveyard Skeleton King
Zap
Mortar Zappies Graveyard Skeleton King
Barbarian Barrel
Mortar Zappies Wizard Giant Skeleton Graveyard Skeleton King
The Log
Zappies Giant Skeleton Graveyard Skeleton King
Earthquake
Mortar Zappies Graveyard Skeleton King
Arrows
Zappies Graveyard Skeleton King
Royal Delivery
Zappies Wizard Giant Skeleton Graveyard Skeleton King
Fireball
Mortar Zappies Wizard Skeleton King
Poison
Mortar Zappies Wizard Graveyard Skeleton King
Lightning
Mortar Wizard Skeleton King
Rocket
Mortar Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Wizard Tornado 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.

Arrows Tornado Giant Skeleton

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.

Graveyard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tornado Mortar Zappies Skeleton King Wizard Graveyard Giant Skeleton

Shortest cycle

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

14 Arrows Tornado Mortar Zappies

Attack Synergies 3 11

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.

Arrows
Graveyard Mortar Giant Skeleton
Mortar
Arrows Zappies Tornado Skeleton King
Zappies
Mortar Giant Skeleton Graveyard
Wizard
Tornado Giant Skeleton
Tornado
Wizard Mortar Giant Skeleton Graveyard
Giant Skeleton
Arrows Zappies Wizard Tornado Graveyard
Graveyard
Arrows Skeleton King Zappies Tornado Giant Skeleton
Skeleton King
Graveyard Mortar

Defense Synergies 1 14

Arrows
Mortar Tornado Giant Skeleton
Mortar
Arrows Zappies Wizard Tornado Skeleton King
Zappies
Mortar Tornado Giant Skeleton Skeleton King
Wizard
Tornado Mortar Giant Skeleton Skeleton King
Tornado
Wizard Arrows Mortar Zappies Giant Skeleton Skeleton King
Giant Skeleton
Arrows Zappies Wizard Tornado
Graveyard
Skeleton King
Mortar Zappies Wizard 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.

Mortar Zappies Wizard
Mortar Zappies
Mortar Tornado Zappies Giant Skeleton
Mortar Zappies Skeleton King
Arrows Tornado Giant Skeleton
Arrows Tornado Zappies
Tornado Arrows Mortar Zappies Wizard
Arrows Giant Skeleton
Zappies Mortar Tornado Skeleton King
Tornado Zappies Giant Skeleton
Arrows Zappies Wizard Tornado Giant Skeleton Skeleton King
Arrows Zappies Wizard Tornado
Mortar Zappies Wizard Giant Skeleton
Wizard Arrows Mortar Zappies Tornado Skeleton King
Mortar Zappies Skeleton King
Tornado Mortar Zappies
Wizard Arrows Mortar Zappies Tornado
Arrows Mortar Zappies Wizard Tornado
Arrows Mortar Wizard Tornado Zappies Giant Skeleton
Mortar Zappies Tornado
Wizard Arrows Zappies Giant Skeleton

Counters to secondary win conditions

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

Zappies Giant Skeleton
Arrows Mortar Wizard
Zappies Giant Skeleton
Giant Skeleton Zappies Tornado
Giant Skeleton Zappies
Arrows Wizard Zappies Tornado
Zappies Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Mortar Zappies Tornado
Zappies
Zappies Giant Skeleton
Arrows Tornado Giant Skeleton
Giant Skeleton Zappies Wizard Skeleton King
Wizard Zappies
Zappies Mortar Tornado Giant Skeleton Skeleton King
Arrows Zappies Wizard Giant Skeleton Skeleton King

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.)

Arrows Mortar Giant Skeleton
Arrows Mortar Tornado
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows Mortar
Arrows Wizard Tornado
Arrows Mortar Wizard Tornado
Arrows Wizard Tornado
Arrows Mortar Wizard Tornado
Tornado
Arrows Mortar Wizard Tornado
Arrows Wizard Tornado
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar Wizard
Arrows Mortar Wizard
Arrows Mortar Tornado
Arrows Mortar Wizard
Arrows Mortar Wizard Tornado
Giant Skeleton
Arrows Wizard Tornado
Tornado
Arrows Mortar
Arrows Tornado Mortar Wizard
Arrows Mortar Wizard Tornado
Arrows Mortar Wizard Tornado
Arrows Mortar Tornado
Arrows Wizard Tornado
Zappies Wizard
Arrows Mortar Wizard
Arrows Zappies
Giant Skeleton
Arrows Wizard
Zappies
Arrows Zappies Wizard Tornado
Arrows
Wizard
Arrows Mortar Wizard Skeleton King
Arrows Tornado Giant Skeleton
Zappies Tornado Giant Skeleton Skeleton King
Zappies Tornado
Mortar Tornado Giant Skeleton

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