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.

Bats Firecracker Wizard 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.

Bats Firecracker Elixir Golem Wizard Royal Ghost Electro Wizard Sparky

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Tornado

Punishments

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

Elixir Golem Royal Ghost

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.

Elixir Golem Royal Ghost

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 Royal Ghost 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
Bats Elixir Golem Sparky
Giant Snowball
Bats
Zap
Bats Firecracker Sparky
Barbarian Barrel
Firecracker Elixir Golem Wizard Royal Ghost Electro Wizard Sparky
The Log
Firecracker Elixir Golem Sparky
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Elixir Golem Wizard Royal Ghost Electro Wizard Sparky
Fireball
Firecracker Elixir Golem Wizard Electro Wizard Sparky
Poison
Bats Firecracker Elixir Golem Wizard Electro Wizard Sparky
Lightning
Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Tornado Royal Ghost Sparky

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.

Bats Elixir Golem Tornado Royal Ghost Sparky

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 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.

Bats Firecracker Elixir Golem Tornado Royal Ghost Electro Wizard Wizard Sparky

Shortest cycle

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

11 Bats Firecracker Elixir Golem Tornado

Attack Synergies 3 13

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.

Bats
Firecracker Elixir Golem Sparky
Firecracker
Elixir Golem Bats Tornado Sparky
Elixir Golem
Firecracker Bats Wizard Tornado Royal Ghost Sparky
Wizard
Tornado Elixir Golem Royal Ghost Sparky
Tornado
Wizard Sparky Firecracker Elixir Golem
Royal Ghost
Elixir Golem Wizard Electro Wizard
Electro Wizard
Royal Ghost Sparky
Sparky
Tornado Bats Firecracker Elixir Golem Wizard Electro Wizard

Defense Synergies 2 10

Bats
Firecracker Electro Wizard Sparky
Firecracker
Bats Tornado Electro Wizard
Elixir Golem
Wizard
Tornado Royal Ghost Electro Wizard
Tornado
Wizard Sparky Firecracker Electro Wizard Sparky
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Bats Firecracker Wizard Tornado Royal Ghost
Sparky
Tornado Bats Tornado

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.

Firecracker Wizard Electro Wizard Sparky
Sparky Bats Firecracker Electro Wizard
Tornado Sparky Bats Electro Wizard
Sparky Bats Firecracker Electro Wizard
Firecracker Tornado Sparky
Tornado Bats Firecracker Royal Ghost Electro Wizard
Bats Tornado Electro Wizard Firecracker Wizard
Electro Wizard Sparky
Sparky Tornado
Tornado Firecracker Royal Ghost Electro Wizard Sparky
Bats Electro Wizard Firecracker Wizard Tornado Royal Ghost
Bats Firecracker Wizard Tornado Electro Wizard
Sparky Bats Wizard Electro Wizard
Wizard Sparky Bats Firecracker Tornado Royal Ghost Electro Wizard
Sparky Electro Wizard
Tornado Electro Wizard Sparky
Wizard Sparky Bats Firecracker Tornado Electro Wizard
Bats Firecracker Wizard Tornado Royal Ghost Electro Wizard
Wizard Tornado Bats Firecracker Royal Ghost Electro Wizard
Sparky Tornado Electro Wizard
Wizard Royal Ghost Bats Firecracker Electro Wizard Sparky

Counters to secondary win conditions

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

Royal Ghost Electro Wizard Sparky
Electro Wizard Firecracker Wizard Royal Ghost
Bats Electro Wizard Sparky
Bats Tornado Electro Wizard Sparky
Sparky
Firecracker Wizard Bats Tornado Electro Wizard
Sparky Bats Electro Wizard
Sparky
Electro Wizard Bats Firecracker Tornado Sparky
Sparky
Bats Sparky
Tornado Electro Wizard
Wizard Sparky
Wizard Firecracker Sparky
Electro Wizard Sparky Bats Firecracker Tornado
Bats Firecracker Wizard Royal Ghost Electro Wizard Sparky
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.)

Firecracker Royal Ghost Sparky
Firecracker Tornado Royal Ghost Electro Wizard
Sparky
Firecracker Sparky
Wizard Firecracker Sparky
Firecracker Wizard Bats Tornado
Firecracker Wizard Tornado Sparky
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Bats Tornado Electro Wizard Sparky
Firecracker Wizard Tornado Electro Wizard Sparky
Firecracker Wizard Tornado
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Wizard Sparky
Firecracker Wizard Sparky
Tornado Sparky
Bats Sparky
Firecracker Wizard Electro Wizard Sparky
Firecracker Wizard Tornado
Sparky
Wizard Tornado
Tornado Sparky
Firecracker Tornado Wizard Sparky
Firecracker Wizard Tornado Royal Ghost Electro Wizard Sparky
Wizard Tornado Sparky
Firecracker Tornado Sparky
Bats Firecracker Wizard Tornado Electro Wizard Sparky
Electro Wizard Bats Firecracker Wizard
Sparky
Wizard Sparky
Firecracker Electro Wizard Sparky
Sparky
Firecracker Wizard Sparky
Electro Wizard Bats
Firecracker Wizard Tornado Electro Wizard
Firecracker Wizard Electro Wizard Sparky
Firecracker Wizard
Tornado Sparky
Firecracker Sparky
Bats Firecracker Tornado Electro Wizard Sparky
Firecracker Bats Tornado Electro Wizard
Firecracker Tornado Royal Ghost Electro Wizard Sparky
Sparky
Firecracker Wizard Sparky

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