My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon 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 Wizard Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Tornado

Punishments

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

Hog Rider 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.

Hog Rider Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Tornado Baby Dragon

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 Baby 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.

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Goblin Barrel Skeleton Army Tornado Hog Rider Baby Dragon Electro Wizard Wizard

Shortest cycle

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

11 Bomber Goblin Barrel Skeleton Army Tornado

Attack Synergies 2 10

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
Hog Rider Baby Dragon
Hog Rider
Bomber Wizard Goblin Barrel Tornado Baby Dragon Electro Wizard
Wizard
Tornado Hog Rider
Goblin Barrel
Hog Rider Skeleton Army Baby Dragon
Skeleton Army
Goblin Barrel
Tornado
Wizard Baby Dragon Hog Rider
Baby Dragon
Tornado Bomber Hog Rider Goblin Barrel Electro Wizard
Electro Wizard
Hog Rider Baby Dragon

Defense Synergies 1 7

Bomber
Tornado Electro Wizard
Hog Rider
Wizard
Tornado Skeleton Army Electro Wizard
Goblin Barrel
Skeleton Army
Wizard Electro Wizard
Tornado
Wizard Bomber Baby Dragon Electro Wizard
Baby Dragon
Tornado
Electro Wizard
Bomber Wizard Skeleton Army 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.

Bomber Wizard Baby Dragon Electro Wizard
Skeleton Army Bomber Electro Wizard
Skeleton Army Tornado Bomber Electro Wizard
Skeleton Army Bomber Electro Wizard
Bomber Skeleton Army Tornado
Skeleton Army Tornado Bomber Baby Dragon Electro Wizard
Tornado Electro Wizard Wizard Baby Dragon
Baby Dragon Electro Wizard
Skeleton Army Tornado
Skeleton Army Tornado Bomber Electro Wizard
Skeleton Army Electro Wizard Bomber Wizard Tornado Baby Dragon
Wizard Tornado Baby Dragon Electro Wizard
Skeleton Army Bomber Wizard Electro Wizard
Bomber Wizard Skeleton Army Tornado Baby Dragon Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Tornado Electro Wizard
Wizard Bomber Skeleton Army Tornado Electro Wizard
Bomber Wizard Skeleton Army Tornado Baby Dragon Electro Wizard
Wizard Tornado Baby Dragon Bomber Electro Wizard
Tornado Electro Wizard
Bomber Wizard Skeleton Army Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Bomber Wizard Baby Dragon
Skeleton Army Electro Wizard
Skeleton Army Tornado Electro Wizard
Skeleton Army
Wizard Tornado Baby Dragon Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army
Electro Wizard Skeleton Army Tornado Baby Dragon
Skeleton Army
Skeleton Army Tornado Electro Wizard
Skeleton Army Wizard
Wizard Bomber Skeleton Army Baby Dragon
Skeleton Army Electro Wizard Bomber Tornado Baby Dragon
Bomber Wizard Baby Dragon 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.)

Baby Dragon
Tornado Baby Dragon Electro Wizard
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Tornado Baby Dragon
Bomber Wizard Tornado Baby Dragon
Wizard Tornado Baby Dragon
Wizard Tornado
Tornado Electro Wizard
Wizard Tornado Electro Wizard
Wizard Tornado Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Baby Dragon
Tornado
Bomber
Bomber Wizard Baby Dragon Electro Wizard
Bomber Wizard Tornado Baby Dragon
Baby Dragon
Wizard Tornado
Tornado
Baby Dragon
Tornado Bomber Wizard Baby Dragon
Wizard Tornado Baby Dragon Electro Wizard
Wizard Tornado Baby Dragon
Tornado Baby Dragon
Wizard Tornado Baby Dragon Electro Wizard
Electro Wizard Wizard
Bomber Wizard
Electro Wizard
Wizard
Electro Wizard Skeleton Army
Wizard Tornado Baby Dragon Electro Wizard
Wizard Baby Dragon Electro Wizard
Bomber Wizard Baby Dragon
Tornado
Tornado Baby Dragon Electro Wizard
Tornado Electro Wizard
Tornado Baby Dragon Electro Wizard

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