My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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.

Minions 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.

Knight Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Knight Barbarians Royal Giant

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
Minions Royal Giant Skeleton Army
Giant Snowball
Minions Barbarians Skeleton Army
Zap
Minions Royal Giant Skeleton Army
Barbarian Barrel
Knight Barbarians Wizard Skeleton Army
The Log
Barbarians Royal Giant Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Knight Minions Barbarians Wizard Skeleton Army
Fireball
Minions Barbarians Wizard Skeleton Army
Poison
Minions Barbarians Wizard Skeleton Army
Lightning
Knight Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight Rage Skeleton Army

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 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.

Minions Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Knight Minions Skeleton Army Barbarians Wizard Royal Giant

Shortest cycle

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

10 Zap Rage Knight Minions

Attack Synergies 3 6

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
Knight Minions Royal Giant
Knight
Minions Zap Wizard
Minions
Knight Royal Giant Rage Zap
Barbarians
Royal Giant
Minions Zap Wizard
Wizard
Knight Royal Giant Rage
Rage
Minions Wizard
Skeleton Army

Defense Synergies 1 8

Zap
Knight Minions Barbarians Skeleton Army
Knight
Minions Zap Wizard Skeleton Army
Minions
Knight Zap
Barbarians
Zap Skeleton Army
Royal Giant
Wizard
Knight Skeleton Army
Rage
Skeleton Army
Zap Knight Barbarians 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 Knight Minions Wizard
Barbarians Skeleton Army Zap Knight Minions
Barbarians Skeleton Army Knight Minions
Barbarians Skeleton Army Knight Minions
Barbarians Skeleton Army
Skeleton Army Zap Minions
Minions Zap Wizard
Zap Barbarians
Barbarians Minions Skeleton Army
Knight Skeleton Army Barbarians
Minions Barbarians Skeleton Army Zap Knight Wizard
Minions Zap Wizard
Barbarians Skeleton Army Zap Knight Minions Wizard
Wizard Skeleton Army Zap Minions Barbarians
Barbarians Skeleton Army Knight
Barbarians Skeleton Army Zap
Barbarians Wizard Knight Minions Skeleton Army
Zap Knight Minions Barbarians Wizard Skeleton Army
Zap Wizard Knight Minions Barbarians
Barbarians
Wizard Skeleton Army Knight Minions Barbarians

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army Zap
Zap Knight Wizard
Barbarians Skeleton Army Zap Knight Minions
Skeleton Army Zap Knight Barbarians
Barbarians Knight Skeleton Army
Wizard Zap Minions
Skeleton Army Knight Minions Barbarians
Knight Barbarians Skeleton Army
Zap Knight Minions Barbarians Skeleton Army
Barbarians Skeleton Army
Knight Minions Barbarians
Skeleton Army Zap Barbarians
Barbarians Skeleton Army Knight Wizard
Wizard Barbarians Skeleton Army
Barbarians Skeleton Army Zap Knight Minions
Minions Zap Barbarians 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.)

Knight
Zap
Knight Barbarians
Wizard Zap
Wizard Zap Minions
Wizard
Zap Wizard
Zap Wizard
Minions
Zap Knight Wizard
Zap Wizard
Knight
Minions
Zap
Zap Wizard
Wizard
Minions
Zap Wizard
Zap Wizard
Minions
Wizard
Zap Barbarians
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Minions Wizard
Zap Wizard
Zap
Wizard
Zap Minions Barbarians Skeleton Army
Zap Wizard
Knight Wizard
Zap Wizard
Zap
Zap Minions
Zap
Zap

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