My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Executioner 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.

Skeleton Barrel Wizard Executioner Electro Wizard Mega Knight Lava Hound

Offensive cards

Win conditions

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

Skeleton Barrel Lava Hound

Damage spells

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

Missing

Punishments

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

Skeleton Barrel Mega Knight

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.

Skeleton Barrel Mega Knight Lava Hound

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.

Skeleton 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
Skeleton Barrel Guards Skeleton Army Lava Hound
Giant Snowball
Skeleton Barrel Guards Skeleton Army Lava Hound
Zap
Skeleton Barrel Guards Skeleton Army Lava Hound
Barbarian Barrel
Skeleton Barrel Wizard Guards Skeleton Army Executioner Electro Wizard
The Log
Skeleton Barrel Guards Skeleton Army
Earthquake
Guards Skeleton Army
Arrows
Skeleton Barrel Guards Skeleton Army Lava Hound
Royal Delivery
Skeleton Barrel Wizard Guards Skeleton Army Executioner Electro Wizard Lava Hound
Fireball
Skeleton Barrel Wizard Skeleton Army Executioner Electro Wizard Lava Hound
Poison
Skeleton Barrel Wizard Guards Skeleton Army Executioner Electro Wizard Lava Hound
Lightning
Wizard Executioner Electro Wizard
Rocket
Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner Mega Knight

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 Barrel Guards Skeleton Army Executioner Mega Knight

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 Lava Hound

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.

Skeleton Barrel Guards Skeleton Army Electro Wizard Wizard Executioner Mega Knight Lava Hound

Shortest cycle

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

13 Skeleton Barrel Guards Skeleton Army Electro Wizard

Attack Synergies 0 8

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.

Skeleton Barrel
Guards Mega Knight Lava Hound
Wizard
Mega Knight
Guards
Skeleton Barrel Lava Hound
Skeleton Army
Lava Hound
Executioner
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Skeleton Barrel Wizard Executioner Electro Wizard
Lava Hound
Skeleton Barrel Guards Skeleton Army

Defense Synergies 0 12

Skeleton Barrel
Mega Knight
Wizard
Guards Skeleton Army Electro Wizard Mega Knight
Guards
Wizard Skeleton Army Executioner Electro Wizard
Skeleton Army
Wizard Guards Executioner Electro Wizard
Executioner
Guards Skeleton Army Mega Knight
Electro Wizard
Wizard Guards Skeleton Army Mega Knight
Mega Knight
Skeleton Barrel Wizard Executioner Electro Wizard
Lava Hound

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.

Skeleton Barrel Wizard Executioner Electro Wizard
Skeleton Army Executioner Electro Wizard Mega Knight
Skeleton Army Mega Knight Executioner Electro Wizard
Skeleton Army Guards Electro Wizard Mega Knight
Skeleton Army Mega Knight
Skeleton Army Guards Executioner Electro Wizard Mega Knight
Electro Wizard Wizard Executioner
Skeleton Barrel Electro Wizard Mega Knight
Skeleton Army
Guards Skeleton Army Electro Wizard Mega Knight
Guards Skeleton Army Executioner Electro Wizard Wizard Mega Knight
Executioner Wizard Electro Wizard
Skeleton Army Mega Knight Wizard Guards Electro Wizard
Wizard Skeleton Army Executioner Mega Knight Guards Electro Wizard
Skeleton Army Electro Wizard Mega Knight
Skeleton Army Electro Wizard Mega Knight
Wizard Mega Knight Skeleton Army Executioner Electro Wizard
Mega Knight Wizard Guards Skeleton Army Executioner Electro Wizard
Wizard Executioner Guards Electro Wizard Mega Knight
Electro Wizard
Wizard Skeleton Army Mega Knight Guards Executioner Electro Wizard

Counters to secondary win conditions

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

Guards Skeleton Army Mega Knight Electro Wizard
Electro Wizard Skeleton Barrel Wizard Executioner Mega Knight
Guards Skeleton Army Mega Knight Electro Wizard
Guards Skeleton Army Mega Knight Electro Wizard
Guards Skeleton Army Executioner Mega Knight
Wizard Executioner Skeleton Barrel Electro Wizard
Guards Skeleton Army Electro Wizard
Mega Knight Skeleton Army
Electro Wizard Mega Knight Skeleton Army
Guards Skeleton Army
Mega Knight Guards
Skeleton Army Mega Knight Guards Electro Wizard
Skeleton Army Mega Knight Wizard Guards Executioner
Wizard Skeleton Army Executioner Mega Knight
Guards Skeleton Army Electro Wizard Executioner
Executioner Mega Knight Wizard 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.)

Skeleton Barrel Guards
Skeleton Barrel Executioner Electro Wizard
Skeleton Barrel
Skeleton Barrel Guards
Wizard Executioner Mega Knight
Wizard Executioner Skeleton Barrel
Wizard Executioner
Skeleton Barrel Wizard Executioner
Skeleton Barrel Wizard
Guards Electro Wizard
Skeleton Barrel Wizard Electro Wizard
Wizard Executioner
Skeleton Barrel Executioner
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Wizard Executioner
Skeleton Barrel Wizard Executioner Mega Knight
Skeleton Barrel Wizard Executioner Electro Wizard Mega Knight
Skeleton Barrel Wizard Mega Knight
Mega Knight
Wizard
Skeleton Barrel
Wizard Executioner Mega Knight
Skeleton Barrel Wizard Executioner Electro Wizard
Skeleton Barrel Wizard Mega Knight
Skeleton Barrel
Wizard Executioner Electro Wizard
Electro Wizard Skeleton Barrel Wizard Guards
Wizard Mega Knight
Electro Wizard
Mega Knight
Wizard
Skeleton Barrel Electro Wizard Guards Skeleton Army
Wizard Executioner Electro Wizard
Wizard Executioner Electro Wizard Mega Knight
Skeleton Barrel Wizard Executioner
Executioner Mega Knight
Guards Electro Wizard
Executioner Electro Wizard
Skeleton Barrel Executioner Electro Wizard Mega Knight

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