My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Electro Dragon Electro Wizard Night Witch

Defensive buildings

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

Cannon

Investments

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

Firecracker Electro Dragon Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Tornado

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.

Golem

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 Electro Dragon Golem 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
Skeleton Army Night Witch
Giant Snowball
Cannon Skeleton Army Electro Dragon Night Witch
Zap
Cannon Firecracker Skeleton Army Night Witch
Barbarian Barrel
Cannon Firecracker Skeleton Army Electro Wizard Night Witch
The Log
Cannon Firecracker Skeleton Army
Earthquake
Cannon Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army Night Witch
Royal Delivery
Firecracker Skeleton Army Electro Dragon Electro Wizard Night Witch
Fireball
Cannon Firecracker Skeleton Army Electro Dragon Electro Wizard Night Witch
Poison
Cannon Firecracker Skeleton Army Electro Dragon Electro Wizard Night Witch
Lightning
Cannon Electro Dragon Electro Wizard Night Witch
Rocket
Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Dragon

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 Golem Night Witch

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Firecracker Skeleton Army Tornado Electro Wizard Night Witch Electro Dragon Golem

Shortest cycle

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

12 Cannon Firecracker Skeleton Army Tornado

Attack Synergies 2 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.

Cannon
Firecracker
Tornado Golem
Skeleton Army
Tornado
Firecracker Electro Dragon Golem Night Witch
Electro Dragon
Golem Tornado
Golem
Electro Dragon Night Witch Firecracker Tornado Electro Wizard
Electro Wizard
Golem
Night Witch
Golem Tornado

Defense Synergies 0 16

Cannon
Firecracker Skeleton Army Electro Dragon Electro Wizard Night Witch
Firecracker
Cannon Skeleton Army Tornado Electro Dragon Electro Wizard Night Witch
Skeleton Army
Cannon Firecracker Electro Dragon Electro Wizard
Tornado
Firecracker Electro Dragon Electro Wizard
Electro Dragon
Cannon Firecracker Skeleton Army Tornado Electro Wizard
Golem
Electro Wizard
Cannon Firecracker Skeleton Army Tornado Electro Dragon Night Witch
Night Witch
Cannon Firecracker 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.

Cannon Firecracker Electro Dragon Electro Wizard
Skeleton Army Cannon Firecracker Electro Dragon Electro Wizard Night Witch
Cannon Skeleton Army Tornado Electro Dragon Electro Wizard Night Witch
Cannon Skeleton Army Night Witch Firecracker Electro Dragon Electro Wizard
Firecracker Skeleton Army Tornado
Skeleton Army Tornado Cannon Firecracker Electro Dragon Electro Wizard Night Witch
Tornado Electro Wizard Cannon Firecracker Electro Dragon Night Witch
Cannon Electro Dragon Electro Wizard
Cannon Skeleton Army Tornado Night Witch
Skeleton Army Tornado Cannon Firecracker Electro Wizard Night Witch
Skeleton Army Electro Wizard Cannon Firecracker Tornado Electro Dragon Night Witch
Firecracker Tornado Electro Dragon Electro Wizard Night Witch
Cannon Skeleton Army Night Witch Electro Dragon Electro Wizard
Skeleton Army Cannon Firecracker Tornado Electro Dragon Electro Wizard Night Witch
Skeleton Army Cannon Electro Wizard
Skeleton Army Tornado Cannon Electro Wizard
Cannon Firecracker Skeleton Army Tornado Electro Dragon Electro Wizard Night Witch
Cannon Firecracker Skeleton Army Tornado Electro Dragon Electro Wizard Night Witch
Tornado Cannon Firecracker Electro Dragon Electro Wizard
Cannon Tornado Electro Wizard
Skeleton Army Cannon Firecracker Electro Dragon Electro Wizard Night Witch
Cannon Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Firecracker Electro Dragon
Skeleton Army Electro Dragon Electro Wizard
Skeleton Army Tornado Electro Wizard Night Witch
Cannon Skeleton Army Night Witch
Firecracker Tornado Electro Dragon Electro Wizard
Skeleton Army Electro Wizard Night Witch
Skeleton Army
Electro Dragon Electro Wizard Firecracker Skeleton Army Tornado
Cannon Skeleton Army
Electro Dragon
Skeleton Army Tornado Electro Wizard
Skeleton Army Cannon Night Witch
Cannon Firecracker Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Electro Wizard Firecracker Tornado Night Witch
Cannon Firecracker Electro Dragon Electro Wizard
Cannon 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 Electro Dragon
Firecracker Tornado Electro Dragon Electro Wizard
Electro Dragon
Firecracker
Firecracker
Firecracker Tornado Electro Dragon
Firecracker Tornado
Firecracker Tornado Electro Dragon
Firecracker Tornado Electro Dragon
Tornado Electro Dragon Electro Wizard Night Witch
Firecracker Tornado Electro Dragon Electro Wizard
Firecracker Tornado Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Firecracker Electro Dragon
Tornado
Night Witch
Firecracker Electro Dragon Electro Wizard
Firecracker Tornado Electro Dragon
Night Witch
Tornado
Tornado
Electro Dragon
Firecracker Tornado Electro Dragon
Firecracker Tornado Electro Dragon Electro Wizard
Tornado Electro Dragon
Firecracker Tornado
Firecracker Tornado Electro Dragon Electro Wizard Night Witch
Electro Dragon Electro Wizard Firecracker
Night Witch
Electro Dragon Night Witch
Firecracker Electro Dragon Electro Wizard
Firecracker
Electro Wizard Skeleton Army Electro Dragon Night Witch
Firecracker Tornado Electro Dragon Electro Wizard
Firecracker Electro Dragon Electro Wizard
Firecracker Electro Dragon
Tornado
Firecracker Electro Dragon
Electro Dragon Firecracker Tornado Electro Wizard
Firecracker Tornado Electro Dragon Electro Wizard
Electro Dragon Firecracker Tornado Electro Wizard
Firecracker Electro Dragon

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