My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

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 Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Tornado

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 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Archers Skeleton Army Tornado Hog Rider Electro Wizard Giant Skeleton

Shortest cycle

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

10 Bomber Zap Archers Skeleton Army

Attack Synergies 3 12

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
Zap Hog Rider Giant Skeleton
Zap
Hog Rider Tornado Electro Wizard Bomber Archers Giant Skeleton
Archers
Zap Hog Rider Giant Skeleton
Hog Rider
Zap Bomber Archers Tornado Giant Skeleton Electro Wizard
Skeleton Army
Tornado
Zap Hog Rider Giant Skeleton
Giant Skeleton
Bomber Zap Archers Hog Rider Tornado Electro Wizard
Electro Wizard
Zap Hog Rider Giant Skeleton

Defense Synergies 1 16

Bomber
Zap Tornado Electro Wizard
Zap
Electro Wizard Bomber Archers Skeleton Army Tornado Giant Skeleton
Archers
Zap Skeleton Army Tornado Giant Skeleton Electro Wizard
Hog Rider
Skeleton Army
Zap Archers Giant Skeleton Electro Wizard
Tornado
Bomber Zap Archers Giant Skeleton Electro Wizard
Giant Skeleton
Zap Archers Skeleton Army Tornado Electro Wizard
Electro Wizard
Zap Bomber Archers Skeleton Army Tornado Giant Skeleton

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 Electro Wizard
Skeleton Army Bomber Zap Electro Wizard
Skeleton Army Tornado Bomber Archers Giant Skeleton Electro Wizard
Skeleton Army Bomber Electro Wizard
Bomber Skeleton Army Tornado Giant Skeleton
Skeleton Army Tornado Bomber Zap Archers Electro Wizard
Tornado Electro Wizard Zap Archers
Zap Giant Skeleton Electro Wizard
Skeleton Army Tornado
Skeleton Army Tornado Bomber Archers Giant Skeleton Electro Wizard
Archers Skeleton Army Electro Wizard Bomber Zap Tornado Giant Skeleton
Zap Archers Tornado Electro Wizard
Skeleton Army Bomber Zap Giant Skeleton Electro Wizard
Bomber Skeleton Army Zap Tornado Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Tornado Zap Electro Wizard
Bomber Skeleton Army Tornado Electro Wizard
Bomber Zap Archers Skeleton Army Tornado Electro Wizard
Zap Tornado Bomber Archers Giant Skeleton Electro Wizard
Tornado Electro Wizard
Bomber Skeleton Army Archers Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Archers Giant Skeleton Electro Wizard
Electro Wizard Bomber Zap Archers
Skeleton Army Giant Skeleton Zap Electro Wizard
Skeleton Army Giant Skeleton Zap Tornado Electro Wizard
Giant Skeleton Skeleton Army
Zap Archers Tornado Electro Wizard
Skeleton Army Archers Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army
Zap Giant Skeleton Electro Wizard Skeleton Army Tornado
Skeleton Army
Giant Skeleton
Skeleton Army Zap Tornado Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton
Bomber Archers Skeleton Army
Skeleton Army Electro Wizard Bomber Zap Archers Tornado Giant Skeleton
Bomber Zap Archers Giant Skeleton 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.)

Giant Skeleton
Zap Tornado Electro Wizard
Giant Skeleton
Giant Skeleton
Bomber Zap
Zap Tornado
Bomber Archers Tornado
Zap Tornado
Zap Tornado
Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Archers Tornado
Zap
Bomber Zap
Tornado
Bomber
Bomber Zap Archers Electro Wizard
Bomber Zap Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Tornado Bomber
Zap Tornado Electro Wizard
Zap Tornado
Zap Tornado
Zap Archers Tornado Electro Wizard
Zap Electro Wizard
Bomber Zap
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Archers Skeleton Army
Zap Archers Tornado Electro Wizard
Electro Wizard
Bomber Zap
Zap Tornado Giant Skeleton
Zap Tornado Giant Skeleton Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Giant Skeleton Electro Wizard

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