My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Witch 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.

Witch Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Tornado Poison

Punishments

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

Graveyard

Pump responses

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

Poison Graveyard

Dropped at the bridge

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

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.

Giant Skeleton Electro Wizard Graveyard

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 Giant Skeleton Graveyard
Giant Snowball
Skeleton Army Witch Graveyard
Zap
Skeleton Army Witch Graveyard
Barbarian Barrel
Skeleton Army Witch Giant Skeleton Electro Wizard Graveyard
The Log
Skeleton Army Witch Giant Skeleton Graveyard
Earthquake
Skeleton Army Witch Graveyard
Arrows
Skeleton Army Witch Graveyard
Royal Delivery
Skeleton Army Witch Giant Skeleton Electro Wizard Graveyard
Fireball
Skeleton Army Witch Electro Wizard
Poison
Skeleton Army Witch Electro Wizard Graveyard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Poison

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 Poison 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 Graveyard

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.

Witch 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.

Zap Skeleton Army Tornado Poison Electro Wizard Witch Graveyard Giant Skeleton

Shortest cycle

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

12 Zap Skeleton Army Tornado Poison

Attack Synergies 5 12

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
Tornado Electro Wizard Graveyard Poison Witch Giant Skeleton
Skeleton Army
Tornado
Zap Poison Witch Giant Skeleton Graveyard
Poison
Graveyard Zap Tornado Giant Skeleton
Witch
Zap Tornado Giant Skeleton Graveyard
Giant Skeleton
Zap Tornado Poison Witch Electro Wizard Graveyard
Electro Wizard
Zap Graveyard Giant Skeleton
Graveyard
Zap Poison Electro Wizard Tornado Witch Giant Skeleton

Defense Synergies 1 15

Zap
Electro Wizard Skeleton Army Tornado Poison Witch Giant Skeleton
Skeleton Army
Zap Giant Skeleton Electro Wizard
Tornado
Zap Poison Witch Giant Skeleton Electro Wizard
Poison
Zap Tornado Electro Wizard
Witch
Zap Tornado Giant Skeleton Electro Wizard
Giant Skeleton
Zap Skeleton Army Tornado Witch Electro Wizard
Electro Wizard
Zap Skeleton Army Tornado Poison Witch Giant Skeleton
Graveyard

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 Electro Wizard
Skeleton Army Zap Witch Electro Wizard
Skeleton Army Tornado Witch Giant Skeleton Electro Wizard
Skeleton Army Witch Electro Wizard
Skeleton Army Tornado Poison Giant Skeleton
Skeleton Army Tornado Zap Electro Wizard
Tornado Electro Wizard Zap Poison Witch
Zap Poison Giant Skeleton Electro Wizard
Witch Skeleton Army Tornado
Skeleton Army Tornado Giant Skeleton Electro Wizard
Skeleton Army Poison Witch Electro Wizard Zap Tornado Giant Skeleton
Zap Tornado Poison Witch Electro Wizard
Skeleton Army Zap Witch Giant Skeleton Electro Wizard
Skeleton Army Zap Tornado Poison Witch Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Tornado Zap Electro Wizard
Skeleton Army Tornado Poison Witch Electro Wizard
Zap Skeleton Army Tornado Witch Electro Wizard
Zap Tornado Poison Witch Giant Skeleton Electro Wizard
Tornado Electro Wizard
Skeleton Army Poison Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Witch Giant Skeleton Electro Wizard
Poison Electro Wizard Zap
Skeleton Army Giant Skeleton Zap Witch Electro Wizard
Skeleton Army Giant Skeleton Zap Tornado Electro Wizard
Giant Skeleton Skeleton Army Witch
Poison Zap Tornado Witch Electro Wizard
Skeleton Army Witch Giant Skeleton Electro Wizard
Giant Skeleton Skeleton Army
Zap Giant Skeleton Electro Wizard Skeleton Army Tornado Poison Witch
Witch Skeleton Army
Witch Giant Skeleton
Skeleton Army Zap Tornado Poison Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Witch
Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Tornado Poison Giant Skeleton
Poison Zap Witch Giant Skeleton 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.)

Poison Giant Skeleton
Poison Zap Tornado Electro Wizard
Poison Giant Skeleton
Poison Giant Skeleton
Poison Zap
Poison Zap Tornado Witch
Tornado Poison Witch
Poison Zap Tornado
Poison Zap Tornado
Tornado Poison Electro Wizard
Poison Zap Tornado Electro Wizard
Poison Zap Tornado
Poison
Poison
Zap Poison
Zap Poison Witch
Poison
Tornado Poison
Zap Poison Electro Wizard
Zap Tornado Poison Witch
Poison Giant Skeleton
Tornado Poison
Tornado
Zap Poison
Zap Tornado Poison Witch
Witch
Poison Zap Tornado Witch Electro Wizard
Zap Tornado Poison Witch
Poison Zap Tornado
Poison Zap Tornado Witch Electro Wizard
Zap Electro Wizard Poison Witch
Poison Zap
Zap Poison Electro Wizard
Giant Skeleton
Poison
Zap Electro Wizard Skeleton Army Witch
Poison Zap Tornado Witch Electro Wizard
Poison Electro Wizard
Zap Poison
Zap Tornado Poison Giant Skeleton
Zap Tornado Poison Witch Giant Skeleton Electro Wizard
Zap Tornado Poison Witch Electro Wizard
Poison Zap Tornado Witch Giant Skeleton Electro Wizard

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