My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

Flying Machine

Defensive buildings

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

Bomb Tower

Investments

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

Flying Machine Giant Sparky

Offensive cards

Win conditions

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

Giant Wall Breakers

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.

Giant Wall Breakers

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.

Electro Spirit Flying Machine Giant Wall Breakers

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 Spirit

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 Wall Breakers Guards Sparky
Giant Snowball
Flying Machine Wall Breakers Guards
Zap
Flying Machine Wall Breakers Guards Sparky
Barbarian Barrel
Electro Spirit Bomb Tower Wall Breakers Guards Sparky
The Log
Electro Spirit Wall Breakers Guards Sparky
Earthquake
Bomb Tower Guards
Arrows
Electro Spirit Flying Machine Wall Breakers Guards
Royal Delivery
Electro Spirit Flying Machine Wall Breakers Guards Sparky
Fireball
Bomb Tower Flying Machine Wall Breakers Sparky
Poison
Bomb Tower Flying Machine Guards Sparky
Lightning
Bomb Tower Sparky
Rocket
Bomb Tower Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower Tornado 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.

Electro Spirit Guards Tornado Sparky

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Wall Breakers Guards Tornado Bomb Tower Flying Machine Giant Sparky

Shortest cycle

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

9 Electro Spirit Wall Breakers Guards 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.

Electro Spirit
Giant Wall Breakers Sparky
Bomb Tower
Flying Machine
Giant
Giant
Sparky Electro Spirit Flying Machine Guards Tornado
Wall Breakers
Electro Spirit
Guards
Giant
Tornado
Sparky Giant
Sparky
Giant Tornado Electro Spirit

Defense Synergies 2 3

Electro Spirit
Bomb Tower
Tornado
Flying Machine
Guards
Giant
Wall Breakers
Guards
Flying Machine Sparky
Tornado
Bomb Tower Sparky Sparky
Sparky
Tornado Guards 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.

Flying Machine Sparky
Bomb Tower Sparky Flying Machine
Bomb Tower Tornado Sparky
Bomb Tower Sparky Guards
Bomb Tower Tornado Sparky
Tornado Electro Spirit Bomb Tower Flying Machine Guards
Tornado Electro Spirit Bomb Tower Flying Machine
Electro Spirit Bomb Tower Flying Machine Sparky
Sparky Bomb Tower Tornado
Guards Tornado Sparky
Guards Electro Spirit Bomb Tower Flying Machine Tornado
Flying Machine Tornado
Bomb Tower Sparky Flying Machine Guards
Bomb Tower Sparky Electro Spirit Guards Tornado
Sparky Bomb Tower
Bomb Tower Tornado Sparky
Bomb Tower Sparky Tornado
Bomb Tower Electro Spirit Flying Machine Guards Tornado
Bomb Tower Tornado Electro Spirit Flying Machine Guards
Sparky Bomb Tower Tornado
Electro Spirit Bomb Tower Flying Machine Guards Sparky
Bomb Tower Sparky

Counters to secondary win conditions

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

Guards Sparky
Bomb Tower Flying Machine
Guards Bomb Tower Sparky
Guards Tornado Sparky
Guards Sparky
Electro Spirit Bomb Tower Flying Machine Tornado
Guards Sparky Bomb Tower Flying Machine
Bomb Tower Sparky
Electro Spirit Bomb Tower Flying Machine Tornado Sparky
Guards Sparky
Bomb Tower Flying Machine Guards Sparky
Guards Tornado
Bomb Tower Guards Sparky
Bomb Tower Flying Machine Sparky
Guards Sparky Electro Spirit Bomb Tower Flying Machine Tornado
Electro Spirit Bomb Tower Flying Machine Sparky
Electro Spirit Bomb Tower

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.)

Flying Machine Guards Sparky
Flying Machine Tornado
Flying Machine Sparky
Flying Machine Guards Sparky
Sparky
Electro Spirit Flying Machine Tornado
Flying Machine Tornado Sparky
Flying Machine Tornado
Flying Machine Tornado
Guards Tornado Sparky
Flying Machine Tornado Sparky
Flying Machine Tornado
Flying Machine Sparky
Flying Machine
Flying Machine Sparky
Flying Machine Sparky
Flying Machine Sparky
Tornado Sparky
Sparky
Flying Machine Sparky
Flying Machine Tornado
Sparky
Tornado
Tornado Sparky
Flying Machine
Tornado Electro Spirit Sparky
Flying Machine Tornado Sparky
Flying Machine Tornado Sparky
Tornado Sparky
Flying Machine Tornado Sparky
Electro Spirit Flying Machine Guards
Sparky
Sparky
Electro Spirit Sparky
Sparky
Sparky
Electro Spirit Flying Machine Guards
Flying Machine Tornado
Flying Machine Sparky
Flying Machine
Tornado Sparky
Flying Machine Sparky
Electro Spirit Flying Machine Guards Tornado Sparky
Flying Machine Tornado
Flying Machine Tornado Sparky
Sparky
Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: