My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard Inferno Dragon

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 Giant Wizard Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Zap

Punishments

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

Hog Rider 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.

Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard

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 Inferno Dragon

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Skeleton Army Hog Rider Electro Wizard Inferno Dragon Giant Wizard

Shortest cycle

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

11 Bomber Zap Skeleton Army Hog Rider

Attack Synergies 4 7

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
Giant Zap Hog Rider
Zap
Hog Rider Giant Electro Wizard Bomber
Hog Rider
Zap Bomber Giant Wizard Electro Wizard
Giant
Bomber Zap Hog Rider Wizard Electro Wizard
Wizard
Hog Rider Giant
Skeleton Army
Electro Wizard
Zap Hog Rider Giant
Inferno Dragon

Defense Synergies 1 9

Bomber
Zap Electro Wizard
Zap
Electro Wizard Bomber Skeleton Army Inferno Dragon
Hog Rider
Giant
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard Inferno Dragon
Electro Wizard
Zap Bomber Wizard Skeleton Army Inferno Dragon
Inferno Dragon
Zap Skeleton Army Electro Wizard

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 Zap Wizard Electro Wizard
Skeleton Army Inferno Dragon Bomber Zap Electro Wizard
Skeleton Army Bomber Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Bomber Electro Wizard
Bomber Skeleton Army
Skeleton Army Bomber Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Wizard
Zap Electro Wizard
Inferno Dragon Skeleton Army
Skeleton Army Bomber Electro Wizard
Skeleton Army Electro Wizard Bomber Zap Wizard
Inferno Dragon Zap Wizard Electro Wizard
Skeleton Army Bomber Zap Wizard Electro Wizard
Bomber Wizard Skeleton Army Zap Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Zap Electro Wizard Inferno Dragon
Wizard Bomber Skeleton Army Electro Wizard
Bomber Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Bomber Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bomber Wizard Skeleton Army Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Electro Wizard
Electro Wizard Bomber Zap Wizard Inferno Dragon
Skeleton Army Zap Electro Wizard
Skeleton Army Zap Electro Wizard
Skeleton Army Inferno Dragon
Wizard Zap Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Inferno Dragon
Zap Electro Wizard Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Zap Electro Wizard
Skeleton Army Wizard
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Zap Inferno Dragon
Bomber Zap Wizard Electro Wizard Inferno Dragon

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.)

Zap Electro Wizard
Bomber Wizard Zap
Wizard Zap
Bomber Wizard
Zap Wizard
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Bomber Zap Wizard
Wizard
Bomber
Bomber Zap Wizard Electro Wizard
Bomber Zap Wizard
Wizard
Zap
Zap Bomber Wizard
Inferno Dragon
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Wizard Electro Wizard
Bomber Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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