My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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.

Zappies Electro Wizard Magic Archer

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 Zappies Golem Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel Golem

Damage spells

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

Zap

Punishments

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

Skeleton Barrel

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 Golem Magic Archer

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 Golem Electro Wizard Magic Archer

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 Clone
Giant Snowball
Skeleton Barrel Zappies Guards Clone
Zap
Skeleton Barrel Zappies Guards Clone
Barbarian Barrel
Skeleton Barrel Zappies Guards Clone Electro Wizard Magic Archer
The Log
Skeleton Barrel Zappies Guards Clone
Earthquake
Zappies Guards Clone
Arrows
Skeleton Barrel Zappies Guards Clone
Royal Delivery
Skeleton Barrel Zappies Guards Clone Electro Wizard Magic Archer
Fireball
Skeleton Barrel Zappies Clone Electro Wizard Magic Archer
Poison
Skeleton Barrel Zappies Guards Clone Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Skeleton Barrel Guards Clone Golem

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Barrel Guards Clone Zappies Electro Wizard Magic Archer Golem

Shortest cycle

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

11 Zap Skeleton Barrel Guards Clone

Attack Synergies 3 17

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
Electro Wizard Skeleton Barrel Zappies Guards Golem Magic Archer
Skeleton Barrel
Clone Zap Zappies Guards Golem Magic Archer
Zappies
Zap Skeleton Barrel Clone Golem
Guards
Zap Skeleton Barrel Clone
Clone
Skeleton Barrel Golem Zappies Guards Electro Wizard Magic Archer
Golem
Clone Zap Skeleton Barrel Zappies Electro Wizard Magic Archer
Electro Wizard
Zap Clone Golem Magic Archer
Magic Archer
Zap Skeleton Barrel Clone Golem Electro Wizard

Defense Synergies 1 9

Zap
Electro Wizard Skeleton Barrel Zappies Guards Magic Archer
Skeleton Barrel
Zap
Zappies
Zap Guards Electro Wizard
Guards
Zap Zappies Electro Wizard Magic Archer
Clone
Golem
Electro Wizard
Zap Zappies Guards Magic Archer
Magic Archer
Zap Guards Electro Wizard

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 Skeleton Barrel Zappies Electro Wizard Magic Archer
Zap Zappies Electro Wizard
Zappies Electro Wizard
Zappies Guards Electro Wizard
Zap Zappies Guards Electro Wizard Magic Archer
Electro Wizard Zap Zappies Magic Archer
Zap Skeleton Barrel Electro Wizard Magic Archer
Zappies
Guards Zappies Electro Wizard
Guards Electro Wizard Zap Zappies Magic Archer
Zap Zappies Electro Wizard Magic Archer
Zap Zappies Guards Electro Wizard
Zap Zappies Guards Electro Wizard Magic Archer
Zappies Electro Wizard
Zap Zappies Electro Wizard
Zappies Electro Wizard
Zap Zappies Guards Electro Wizard Magic Archer
Zap Zappies Guards Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies Guards Electro Wizard

Counters to secondary win conditions

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

Guards Zap Zappies Electro Wizard
Electro Wizard Zap Skeleton Barrel Magic Archer
Zappies Guards Zap Electro Wizard
Guards Zap Zappies Electro Wizard
Zappies Guards
Zap Skeleton Barrel Zappies Electro Wizard Magic Archer
Guards Zappies Electro Wizard
Zappies
Zap Electro Wizard Zappies Magic Archer
Zappies Guards
Zappies Guards
Zap Guards Electro Wizard
Zappies Guards
Zappies Magic Archer
Zappies Guards Electro Wizard Zap Magic Archer
Zap Zappies Electro Wizard Magic Archer

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 Magic Archer Guards
Zap Skeleton Barrel Electro Wizard Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Guards
Zap Magic Archer
Zap Skeleton Barrel Magic Archer
Magic Archer
Zap Skeleton Barrel Magic Archer
Zap Skeleton Barrel
Guards Electro Wizard
Zap Skeleton Barrel Electro Wizard Magic Archer
Zap Magic Archer
Skeleton Barrel Magic Archer
Skeleton Barrel Magic Archer
Zap Skeleton Barrel Magic Archer
Zap Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel
Zap Skeleton Barrel Electro Wizard Magic Archer
Zap Skeleton Barrel Magic Archer
Magic Archer
Zap Skeleton Barrel
Zap Magic Archer
Zap Skeleton Barrel Electro Wizard Magic Archer
Zap Skeleton Barrel Magic Archer
Zap Skeleton Barrel Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Skeleton Barrel Zappies Guards
Zap Magic Archer
Zap Zappies Electro Wizard Magic Archer
Magic Archer
Zap Skeleton Barrel Electro Wizard Zappies Guards Magic Archer
Zap Zappies Electro Wizard Magic Archer
Electro Wizard Magic Archer
Zap Skeleton Barrel Magic Archer
Zap
Zap Zappies Guards Electro Wizard Magic Archer
Zap Zappies Electro Wizard Magic Archer
Zap Skeleton Barrel Electro Wizard Magic Archer

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