My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Royal Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows The Log

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 Inferno Tower Skeleton Army

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.

Royal Giant Goblin Barrel 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.

Goblin Barrel 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 The Log Arrows Goblin Barrel Skeleton Army Electro Wizard Inferno Tower Royal Giant

Shortest cycle

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

10 Bomber The Log Arrows Goblin Barrel

Attack Synergies 3 4

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
Royal Giant
Arrows
Royal Giant Goblin Barrel
Royal Giant
Bomber Arrows Goblin Barrel The Log Electro Wizard
Inferno Tower
Goblin Barrel
Royal Giant Arrows Skeleton Army
Skeleton Army
Goblin Barrel
The Log
Royal Giant
Electro Wizard
Royal Giant

Defense Synergies 3 6

Bomber
The Log Electro Wizard
Arrows
Inferno Tower
Royal Giant
Inferno Tower
Skeleton Army The Log Electro Wizard Arrows
Goblin Barrel
Skeleton Army
Inferno Tower The Log Electro Wizard
The Log
Inferno Tower Bomber Skeleton Army Electro Wizard
Electro Wizard
Inferno Tower Bomber Skeleton Army The Log

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 Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army Bomber The Log Electro Wizard
Inferno Tower Skeleton Army Bomber Electro Wizard
Inferno Tower Skeleton Army Bomber Electro Wizard
Bomber Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Bomber Electro Wizard
Inferno Tower Electro Wizard Arrows
Arrows Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Skeleton Army Bomber Inferno Tower Electro Wizard
Skeleton Army Electro Wizard Bomber Arrows The Log
Arrows Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Bomber The Log Electro Wizard
Bomber Skeleton Army Arrows The Log Electro Wizard
Inferno Tower Skeleton Army Electro Wizard
Inferno Tower Skeleton Army The Log Electro Wizard
Bomber Arrows Inferno Tower Skeleton Army Electro Wizard
Arrows Bomber Skeleton Army The Log Electro Wizard
Arrows The Log Bomber Electro Wizard
Inferno Tower Electro Wizard
Bomber Skeleton Army Arrows The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Inferno Tower Electro Wizard
Electro Wizard Bomber Arrows The Log
Skeleton Army Inferno Tower The Log Electro Wizard
Skeleton Army Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Arrows Electro Wizard
Skeleton Army Inferno Tower Electro Wizard
Inferno Tower Skeleton Army
Electro Wizard Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Arrows The Log Electro Wizard
Skeleton Army Inferno Tower
Bomber Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Bomber The Log
Arrows Bomber Inferno Tower The Log 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Bomber Arrows The Log
Arrows
Bomber Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Bomber Arrows The Log
Arrows The Log
Arrows
Bomber
Bomber Arrows The Log Electro Wizard
Bomber Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Bomber
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Bomber Arrows The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Skeleton Army
Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log Bomber
Arrows
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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