My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Archers Knight Tesla Giant Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball Poison

Punishments

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

Giant

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Knight 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.

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
Skeletons Archers Giant
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers
Barbarian Barrel
Skeletons Archers Knight Tesla Electro Wizard
The Log
Skeletons Archers
Earthquake
Skeletons Archers Tesla
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight Electro Wizard
Fireball
Archers Tesla Electro Wizard
Poison
Archers Electro Wizard
Lightning
Knight Tesla Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Poison

Ladder info

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.

Knight Poison

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.

Fireball

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.

Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Archers Knight Tesla Fireball Poison Electro Wizard Giant

Shortest cycle

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

11 Skeletons Archers Knight Tesla

Attack Synergies 2 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.

Skeletons
Archers
Knight Giant
Knight
Archers Fireball Poison Electro Wizard
Tesla
Fireball
Knight Giant Electro Wizard
Giant
Poison Archers Fireball Electro Wizard
Poison
Giant Knight
Electro Wizard
Knight Fireball Giant

Defense Synergies 4 13

Skeletons
Tesla Archers Knight Poison Electro Wizard
Archers
Knight Skeletons Tesla Electro Wizard
Knight
Archers Tesla Electro Wizard Skeletons Fireball Poison
Tesla
Skeletons Knight Archers Fireball Poison Electro Wizard
Fireball
Knight Tesla Electro Wizard
Giant
Poison
Skeletons Knight Tesla Electro Wizard
Electro Wizard
Knight Skeletons Archers Tesla Fireball Poison

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.

Knight Tesla Fireball Electro Wizard
Skeletons Knight Tesla Electro Wizard
Tesla Skeletons Archers Knight Electro Wizard
Tesla Skeletons Knight Electro Wizard
Fireball Poison
Fireball Skeletons Archers Tesla Electro Wizard
Tesla Electro Wizard Archers Fireball Poison
Tesla Fireball Poison Electro Wizard
Tesla Skeletons
Knight Skeletons Archers Tesla Electro Wizard
Archers Poison Electro Wizard Skeletons Knight Tesla Fireball
Tesla Archers Fireball Poison Electro Wizard
Tesla Skeletons Knight Fireball Electro Wizard
Fireball Tesla Poison Electro Wizard
Knight Tesla Electro Wizard
Tesla Fireball Electro Wizard
Tesla Skeletons Knight Fireball Poison Electro Wizard
Tesla Fireball Archers Knight Electro Wizard
Poison Archers Knight Tesla Fireball Electro Wizard
Tesla Electro Wizard
Archers Knight Tesla Fireball Poison Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Archers Tesla Fireball Electro Wizard
Fireball Poison Electro Wizard Archers Knight Tesla
Skeletons Knight Electro Wizard
Knight Tesla Fireball Electro Wizard
Skeletons Knight Tesla
Fireball Poison Skeletons Archers Tesla Electro Wizard
Skeletons Archers Knight Tesla Fireball Electro Wizard
Knight Tesla
Electro Wizard Skeletons Knight Fireball Poison
Skeletons Tesla
Knight Tesla
Fireball Poison Electro Wizard
Skeletons Knight Tesla Fireball
Archers Tesla Fireball
Tesla Electro Wizard Skeletons Archers Knight Fireball Poison
Poison Archers Tesla Fireball 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.)

Fireball Poison Knight
Fireball Poison Electro Wizard
Fireball Poison
Knight Fireball Poison
Fireball Poison
Fireball Poison
Archers Poison
Fireball Poison
Fireball Poison
Fireball Poison Electro Wizard
Poison Knight Fireball Electro Wizard
Fireball Poison Archers
Poison Knight Fireball
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Poison
Archers Fireball Poison Electro Wizard
Fireball Poison
Fireball Poison
Fireball Poison
Fireball Poison
Poison Fireball
Fireball Poison Electro Wizard
Fireball Poison
Fireball Poison
Poison Archers Fireball Electro Wizard
Electro Wizard Fireball Poison
Fireball
Poison Fireball
Fireball Poison Electro Wizard
Fireball Poison
Electro Wizard Archers Fireball
Fireball Poison Archers Electro Wizard
Fireball
Fireball Poison Knight Electro Wizard
Fireball Poison
Fireball Poison
Fireball Poison Electro Wizard
Fireball Poison Electro Wizard
Poison Fireball Electro Wizard

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