My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Skeletons Royal Giant Giant Bandit Electro Wizard

Offensive cards

Win conditions

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

Mortar Royal Giant Giant

Damage spells

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

Barbarian Barrel Freeze

Punishments

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

Mortar Royal Giant Giant Bandit

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.

Mortar Royal Giant Giant Barbarian Barrel Bandit

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.

Bandit 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 Royal Giant Giant Bandit
Giant Snowball
Skeletons
Zap
Skeletons Mortar Royal Giant Bandit
Barbarian Barrel
Skeletons Mortar Bandit Electro Wizard
The Log
Skeletons Royal Giant Bandit
Earthquake
Skeletons Mortar
Arrows
Skeletons
Royal Delivery
Skeletons Bandit Electro Wizard
Fireball
Mortar Bandit Electro Wizard
Poison
Mortar Electro Wizard
Lightning
Mortar Bandit Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Barbarian Barrel Freeze

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.

Freeze

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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Barbarian Barrel Bandit Mortar Freeze Electro Wizard Giant Royal Giant

Shortest cycle

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

10 Skeletons Barbarian Barrel Bandit Mortar

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.

Skeletons
Mortar
Royal Giant Barbarian Barrel Bandit
Royal Giant
Mortar Barbarian Barrel Bandit Electro Wizard
Giant
Barbarian Barrel Bandit Electro Wizard
Barbarian Barrel
Royal Giant Giant Mortar Bandit
Freeze
Bandit
Mortar Royal Giant Giant Barbarian Barrel Electro Wizard
Electro Wizard
Royal Giant Giant Bandit

Defense Synergies 0 11

Skeletons
Mortar Barbarian Barrel Bandit Electro Wizard
Mortar
Skeletons Barbarian Barrel Bandit Electro Wizard
Royal Giant
Giant
Barbarian Barrel
Skeletons Mortar Bandit Electro Wizard
Freeze
Electro Wizard
Bandit
Skeletons Mortar Barbarian Barrel Electro Wizard
Electro Wizard
Skeletons Mortar Barbarian Barrel Freeze Bandit

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.

Mortar Barbarian Barrel Electro Wizard
Skeletons Mortar Bandit Electro Wizard
Mortar Skeletons Freeze Bandit Electro Wizard
Skeletons Mortar Bandit Electro Wizard
Barbarian Barrel
Barbarian Barrel Freeze Skeletons Bandit Electro Wizard
Electro Wizard Mortar Freeze
Barbarian Barrel Bandit Electro Wizard
Skeletons Mortar
Skeletons Barbarian Barrel Bandit Electro Wizard
Electro Wizard Skeletons Barbarian Barrel Freeze Bandit
Electro Wizard
Mortar Skeletons Freeze Bandit Electro Wizard
Mortar Barbarian Barrel Freeze Electro Wizard
Mortar Bandit Electro Wizard
Mortar Freeze Bandit Electro Wizard
Skeletons Mortar Electro Wizard
Mortar Barbarian Barrel Bandit Electro Wizard
Mortar Barbarian Barrel Freeze Bandit Electro Wizard
Mortar Electro Wizard
Barbarian Barrel Bandit Electro Wizard

Counters to secondary win conditions

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

Skeletons Barbarian Barrel Bandit Electro Wizard
Bandit Electro Wizard Mortar Barbarian Barrel
Bandit Skeletons Electro Wizard
Barbarian Barrel Bandit Electro Wizard
Skeletons Bandit
Skeletons Freeze Electro Wizard
Skeletons Bandit Electro Wizard
Freeze Electro Wizard Skeletons Mortar Barbarian Barrel Bandit
Skeletons
Electro Wizard
Skeletons Bandit
Electro Wizard Skeletons Mortar Barbarian Barrel Freeze
Barbarian Barrel Freeze 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.)

Mortar Barbarian Barrel Freeze Bandit
Mortar Barbarian Barrel Bandit Electro Wizard
Barbarian Barrel Bandit
Barbarian Barrel Freeze
Mortar Barbarian Barrel
Freeze
Mortar
Barbarian Barrel Freeze
Mortar Bandit
Electro Wizard
Mortar Barbarian Barrel Bandit Electro Wizard
Mortar Barbarian Barrel Bandit
Mortar Barbarian Barrel Freeze Bandit
Mortar Barbarian Barrel
Mortar Barbarian Barrel Bandit
Mortar Barbarian Barrel Bandit
Mortar Barbarian Barrel Freeze
Mortar Barbarian Barrel Bandit Electro Wizard
Mortar Barbarian Barrel
Mortar Barbarian Barrel
Freeze Mortar Barbarian Barrel
Mortar Barbarian Barrel Bandit Electro Wizard
Mortar Bandit
Mortar Barbarian Barrel Bandit
Electro Wizard
Electro Wizard Freeze
Mortar Bandit
Freeze Electro Wizard
Electro Wizard Barbarian Barrel Freeze Bandit
Electro Wizard
Freeze
Barbarian Barrel
Electro Wizard
Mortar
Freeze Electro Wizard
Electro Wizard
Mortar Barbarian Barrel Freeze Bandit Electro Wizard

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