My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard Inferno Dragon

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.

Giant Electro Wizard Inferno Dragon Sparky Skeleton King

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows Tornado

Punishments

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

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.

Giant Skeleton King

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.

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
Giant Inferno Dragon Sparky Skeleton King
Giant Snowball
Inferno Dragon Skeleton King
Zap
Inferno Dragon Sparky Skeleton King
Barbarian Barrel
Electro Wizard Sparky Skeleton King
The Log
Sparky Skeleton King
Earthquake
Skeleton King
Arrows
Skeleton King
Royal Delivery
Electro Wizard Inferno Dragon Sparky Skeleton King
Fireball
Electro Wizard Inferno Dragon Sparky Skeleton King
Poison
Electro Wizard Sparky Skeleton King
Lightning
Electro Wizard Inferno Dragon Sparky Skeleton King
Rocket
Inferno Dragon Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Sparky Skeleton King

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.

Arrows Tornado Inferno Dragon 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.

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.

Zap Arrows Tornado Electro Wizard Inferno Dragon Skeleton King Giant Sparky

Shortest cycle

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

12 Zap Arrows Tornado Electro Wizard

Attack Synergies 9 3

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
Arrows Giant Tornado Electro Wizard Sparky
Arrows
Zap Giant Sparky
Giant
Zap Arrows Sparky Tornado Electro Wizard
Tornado
Zap Sparky Giant
Electro Wizard
Zap Giant Sparky
Inferno Dragon
Sparky
Zap Arrows Giant Tornado Electro Wizard
Skeleton King

Defense Synergies 2 12

Zap
Electro Wizard Arrows Tornado Inferno Dragon Sparky
Arrows
Zap Tornado Sparky
Giant
Tornado
Sparky Zap Arrows Electro Wizard Inferno Dragon Sparky Skeleton King
Electro Wizard
Zap Tornado Inferno Dragon
Inferno Dragon
Zap Tornado Electro Wizard Skeleton King
Sparky
Tornado Zap Arrows Tornado
Skeleton King
Tornado Inferno Dragon

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 Electro Wizard Sparky
Inferno Dragon Sparky Zap Electro Wizard
Tornado Sparky Electro Wizard Inferno Dragon
Inferno Dragon Sparky Electro Wizard Skeleton King
Arrows Tornado Sparky
Arrows Tornado Zap Electro Wizard
Tornado Electro Wizard Inferno Dragon Zap Arrows
Zap Arrows Electro Wizard Sparky
Inferno Dragon Sparky Tornado Skeleton King
Tornado Electro Wizard Sparky
Electro Wizard Zap Arrows Tornado Skeleton King
Arrows Inferno Dragon Zap Tornado Electro Wizard
Sparky Zap Electro Wizard
Sparky Zap Arrows Tornado Electro Wizard Skeleton King
Inferno Dragon Sparky Electro Wizard Skeleton King
Tornado Zap Electro Wizard Inferno Dragon Sparky
Sparky Arrows Tornado Electro Wizard
Arrows Zap Tornado Electro Wizard
Zap Arrows Tornado Electro Wizard Inferno Dragon
Sparky Tornado Electro Wizard Inferno Dragon
Arrows Electro Wizard Sparky

Counters to secondary win conditions

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

Zap Electro Wizard Sparky
Electro Wizard Zap Arrows Inferno Dragon
Zap Electro Wizard Sparky
Zap Tornado Electro Wizard Sparky
Inferno Dragon Sparky
Arrows Zap Tornado Electro Wizard
Sparky Electro Wizard
Inferno Dragon Sparky
Zap Electro Wizard Tornado Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Sparky
Zap Arrows Tornado Electro Wizard
Sparky Skeleton King
Sparky
Electro Wizard Sparky Zap Tornado Inferno Dragon Skeleton King
Arrows Zap Electro Wizard Inferno Dragon Sparky Skeleton King
Zap Arrows 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.)

Arrows Sparky
Arrows Zap Tornado Electro Wizard
Arrows Sparky
Arrows Sparky
Zap Arrows Sparky
Arrows Zap Tornado
Arrows Tornado Sparky
Arrows Zap Tornado
Arrows Zap Tornado
Tornado Electro Wizard Sparky
Zap Arrows Tornado Electro Wizard Sparky
Zap Arrows Tornado
Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Tornado Sparky
Sparky
Zap Arrows Electro Wizard Sparky
Zap Arrows Tornado
Sparky
Arrows Tornado
Tornado Sparky
Zap Arrows
Zap Arrows Tornado Sparky
Inferno Dragon
Arrows Zap Tornado Electro Wizard Sparky
Zap Arrows Tornado Sparky
Zap Arrows Tornado Sparky
Zap Arrows Tornado Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Arrows Sparky
Zap Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Zap Electro Wizard
Zap Arrows Tornado Electro Wizard
Arrows
Electro Wizard Sparky
Arrows Zap Skeleton King
Zap Arrows Tornado Sparky
Sparky
Zap Tornado Electro Wizard Sparky Skeleton King
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Sparky
Inferno Dragon Sparky
Sparky

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