My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard 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.

Wizard Balloon Prince Giant Skeleton Electro Wizard Sparky

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Balloon Prince

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.

Balloon Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Skeleton Army Prince Giant Skeleton Sparky

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.

Wizard 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.

Arrows Skeleton Army Electro Wizard Wizard Balloon Prince Giant Skeleton Sparky

Shortest cycle

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

15 Arrows Skeleton Army Electro Wizard Wizard

Attack Synergies 2 14

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
Balloon Sparky Prince Giant Skeleton
Wizard
Balloon Prince Giant Skeleton Sparky
Skeleton Army
Sparky
Balloon
Arrows Wizard Giant Skeleton Electro Wizard Sparky
Prince
Arrows Wizard Electro Wizard
Giant Skeleton
Arrows Wizard Balloon Electro Wizard Sparky
Electro Wizard
Balloon Prince Giant Skeleton Sparky
Sparky
Arrows Wizard Skeleton Army Balloon Giant Skeleton Electro Wizard

Defense Synergies 0 13

Arrows
Prince Giant Skeleton Sparky
Wizard
Skeleton Army Prince Giant Skeleton Electro Wizard
Skeleton Army
Wizard Prince Giant Skeleton Electro Wizard Sparky
Balloon
Prince
Arrows Wizard Skeleton Army Electro Wizard
Giant Skeleton
Arrows Wizard Skeleton Army Electro Wizard
Electro Wizard
Wizard Skeleton Army Prince Giant Skeleton
Sparky
Arrows Skeleton Army

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.

Wizard Electro Wizard Sparky
Skeleton Army Sparky Prince Electro Wizard
Skeleton Army Prince Sparky Giant Skeleton Electro Wizard
Skeleton Army Prince Sparky Electro Wizard
Arrows Skeleton Army Prince Giant Skeleton Sparky
Arrows Skeleton Army Electro Wizard
Electro Wizard Arrows Wizard
Arrows Giant Skeleton Electro Wizard Sparky
Sparky Skeleton Army Prince
Skeleton Army Prince Giant Skeleton Electro Wizard Sparky
Skeleton Army Electro Wizard Arrows Wizard Giant Skeleton
Arrows Wizard Electro Wizard
Skeleton Army Prince Sparky Wizard Giant Skeleton Electro Wizard
Wizard Skeleton Army Sparky Arrows Prince Electro Wizard
Skeleton Army Sparky Prince Electro Wizard
Skeleton Army Prince Electro Wizard Sparky
Wizard Sparky Arrows Skeleton Army Prince Electro Wizard
Arrows Wizard Skeleton Army Prince Electro Wizard
Arrows Wizard Giant Skeleton Electro Wizard
Sparky Prince Electro Wizard
Wizard Skeleton Army Arrows Prince Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Prince Giant Skeleton Electro Wizard Sparky
Electro Wizard Arrows Wizard Prince
Skeleton Army Giant Skeleton Prince Electro Wizard Sparky
Skeleton Army Prince Giant Skeleton Electro Wizard Sparky
Giant Skeleton Skeleton Army Prince Sparky
Arrows Wizard Electro Wizard
Skeleton Army Prince Sparky Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army Prince Sparky
Giant Skeleton Electro Wizard Skeleton Army Prince Sparky
Skeleton Army Sparky
Prince Giant Skeleton Sparky
Skeleton Army Arrows Prince Giant Skeleton Electro Wizard
Skeleton Army Prince Giant Skeleton Wizard Sparky
Wizard Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Prince Giant Skeleton
Arrows Wizard Giant Skeleton 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.)

Arrows Giant Skeleton Sparky
Arrows Electro Wizard
Arrows Giant Skeleton Sparky
Arrows Prince Giant Skeleton Sparky
Wizard Arrows Sparky
Arrows Wizard
Arrows Wizard Sparky
Arrows Wizard
Arrows Wizard
Prince Electro Wizard Sparky
Arrows Wizard Prince Electro Wizard Sparky
Arrows Wizard
Sparky
Arrows
Arrows Prince Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Sparky
Arrows Wizard Prince Electro Wizard Sparky
Arrows Wizard
Prince Giant Skeleton Sparky
Arrows Wizard
Prince Sparky
Arrows
Arrows Wizard Sparky
Arrows Wizard Electro Wizard Sparky
Arrows Wizard Prince Sparky
Arrows Sparky
Arrows Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Arrows Wizard Sparky
Arrows Electro Wizard Sparky
Prince Giant Skeleton Sparky
Arrows Wizard Sparky
Electro Wizard Skeleton Army Prince
Arrows Wizard Electro Wizard
Arrows
Wizard Prince Electro Wizard Sparky
Arrows Wizard
Arrows Giant Skeleton Sparky
Prince Sparky
Giant Skeleton Electro Wizard Sparky
Electro Wizard
Prince Giant Skeleton Electro Wizard Sparky

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