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.

Firecracker Inferno Tower 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.

Firecracker Wizard Balloon Giant Skeleton

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage

Punishments

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

Balloon

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.

Balloon 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.

Firecracker Balloon Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard

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.

Inferno Tower Rage Skeleton Army 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.

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.

Zap Rage Firecracker Skeleton Army Inferno Tower Wizard Balloon Giant Skeleton

Shortest cycle

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

10 Zap Rage Firecracker Skeleton Army

Attack Synergies 3 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.

Zap
Firecracker Balloon Giant Skeleton
Firecracker
Zap Balloon Giant Skeleton
Inferno Tower
Wizard
Rage Balloon Giant Skeleton
Rage
Balloon Wizard Giant Skeleton
Skeleton Army
Balloon
Zap Rage Firecracker Wizard Giant Skeleton
Giant Skeleton
Zap Firecracker Wizard Rage Balloon

Defense Synergies 1 10

Zap
Firecracker Inferno Tower Skeleton Army Giant Skeleton
Firecracker
Zap Inferno Tower Skeleton Army Giant Skeleton
Inferno Tower
Skeleton Army Zap Firecracker
Wizard
Skeleton Army Giant Skeleton
Rage
Skeleton Army
Inferno Tower Zap Firecracker Wizard Giant Skeleton
Balloon
Giant Skeleton
Zap Firecracker Wizard Skeleton Army

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.

Zap Firecracker Inferno Tower Wizard
Inferno Tower Skeleton Army Zap Firecracker
Inferno Tower Skeleton Army Giant Skeleton
Inferno Tower Skeleton Army Firecracker
Firecracker Skeleton Army Giant Skeleton
Skeleton Army Zap Firecracker
Inferno Tower Zap Firecracker Wizard
Zap Inferno Tower Giant Skeleton
Inferno Tower Skeleton Army
Skeleton Army Firecracker Inferno Tower Giant Skeleton
Skeleton Army Zap Firecracker Wizard Giant Skeleton
Inferno Tower Zap Firecracker Wizard
Inferno Tower Skeleton Army Zap Wizard Giant Skeleton
Wizard Skeleton Army Zap Firecracker
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap
Wizard Firecracker Inferno Tower Skeleton Army
Zap Firecracker Wizard Skeleton Army
Zap Wizard Firecracker Giant Skeleton
Inferno Tower
Wizard Skeleton Army Firecracker Giant Skeleton

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower Giant Skeleton
Zap Firecracker Wizard
Skeleton Army Giant Skeleton Zap Inferno Tower
Skeleton Army Giant Skeleton Zap Inferno Tower
Inferno Tower Giant Skeleton Skeleton Army
Firecracker Wizard Zap
Skeleton Army Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Skeleton Army
Zap Giant Skeleton Firecracker Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Inferno Tower Giant Skeleton
Skeleton Army Zap Giant Skeleton
Skeleton Army Giant Skeleton Inferno Tower Wizard
Wizard Firecracker Skeleton Army
Inferno Tower Skeleton Army Zap Firecracker Giant Skeleton
Zap Firecracker Inferno Tower Wizard Giant Skeleton

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.)

Firecracker Giant Skeleton
Firecracker Zap
Giant Skeleton
Firecracker Giant Skeleton
Wizard Zap Firecracker
Firecracker Wizard Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Firecracker Zap Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Giant Skeleton
Wizard
Zap
Zap Firecracker Wizard
Firecracker Zap Wizard
Zap Wizard
Zap Firecracker
Zap Firecracker Wizard
Zap Firecracker Wizard
Zap Wizard
Zap Firecracker
Giant Skeleton
Firecracker Wizard
Zap Skeleton Army
Zap Firecracker Wizard
Firecracker Wizard
Zap Firecracker Wizard
Zap Giant Skeleton
Firecracker
Zap Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton

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