My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Tesla Mega Minion Wizard Magic Archer

Defensive buildings

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

Tesla

Investments

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

Bomber Tesla Mega Minion Wizard Electro Giant Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Poison

Punishments

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

Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Giant Magic Archer

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.

Magic Archer

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
Bomber
Giant Snowball
Bomber Mega Minion
Zap
Bomber
Barbarian Barrel
Bomber Tesla Wizard Magic Archer
The Log
Bomber
Earthquake
Bomber Tesla
Arrows
Bomber
Royal Delivery
Bomber Mega Minion Wizard Magic Archer
Fireball
Bomber Tesla Mega Minion Wizard Magic Archer
Poison
Bomber Mega Minion Wizard Magic Archer
Lightning
Tesla Mega Minion Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Poison Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Wizard Poison Electro Giant Magic Archer

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.

Mega Minion Poison Electro Giant

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.

Fireball

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.

Fireball 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.

Bomber Mega Minion Tesla Fireball Poison Magic Archer Wizard Electro Giant

Shortest cycle

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

13 Bomber Mega Minion Tesla Fireball

Attack Synergies 0 4

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.

Bomber
Tesla
Mega Minion
Fireball Poison Electro Giant
Fireball
Mega Minion Magic Archer
Wizard
Poison
Mega Minion
Electro Giant
Mega Minion
Magic Archer
Fireball

Defense Synergies 0 8

Bomber
Tesla Electro Giant
Tesla
Bomber Mega Minion Fireball Wizard Poison Magic Archer
Mega Minion
Tesla Wizard
Fireball
Tesla
Wizard
Tesla Mega Minion
Poison
Tesla
Electro Giant
Bomber
Magic Archer
Tesla

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.

Bomber Tesla Mega Minion Fireball Wizard Magic Archer
Tesla Mega Minion
Tesla Bomber Mega Minion
Tesla Mega Minion
Bomber Fireball Poison
Fireball Bomber Tesla Mega Minion Magic Archer
Tesla Mega Minion Fireball Wizard Poison Magic Archer
Tesla Fireball Poison Electro Giant Magic Archer
Tesla
Bomber Tesla
Poison Bomber Tesla Mega Minion Fireball Wizard Electro Giant Magic Archer
Tesla Mega Minion Fireball Wizard Poison Magic Archer
Tesla Bomber Fireball Wizard
Bomber Fireball Wizard Tesla Mega Minion Poison Magic Archer
Tesla
Tesla Fireball Electro Giant
Tesla Wizard Bomber Fireball Poison
Tesla Fireball Bomber Mega Minion Wizard Magic Archer
Wizard Poison Bomber Tesla Mega Minion Fireball Magic Archer
Tesla
Bomber Wizard Tesla Fireball Poison Electro Giant
Tesla

Counters to secondary win conditions

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

Tesla Fireball Electro Giant
Fireball Poison Bomber Tesla Mega Minion Wizard Magic Archer
Tesla Fireball
Tesla
Fireball Wizard Poison Electro Giant Tesla Magic Archer
Tesla Mega Minion Fireball
Tesla
Mega Minion Fireball Poison Magic Archer
Tesla Mega Minion
Tesla Mega Minion
Fireball Poison Electro Giant
Tesla Fireball Wizard
Wizard Bomber Tesla Fireball Electro Giant Magic Archer
Tesla Electro Giant Bomber Mega Minion Fireball Poison Magic Archer
Poison Bomber Tesla Mega Minion Fireball Wizard Electro Giant Magic Archer
Bomber Fireball

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.)

Fireball Poison Magic Archer
Fireball Poison Magic Archer
Fireball Poison Magic Archer
Fireball Poison
Bomber Fireball Wizard Poison Magic Archer
Fireball Wizard Poison Electro Giant Mega Minion Magic Archer
Bomber Wizard Poison Magic Archer
Fireball Poison Wizard Magic Archer
Fireball Poison Wizard
Fireball Poison
Poison Fireball Wizard Magic Archer
Fireball Poison Wizard Magic Archer
Poison Fireball Magic Archer
Fireball Poison Magic Archer
Fireball Poison Magic Archer
Bomber Fireball Wizard Poison Magic Archer
Magic Archer Fireball Wizard Poison
Fireball Poison
Bomber
Bomber Mega Minion Fireball Wizard Poison Magic Archer
Bomber Fireball Wizard Poison Electro Giant Magic Archer
Fireball Poison Magic Archer
Fireball Wizard Poison
Fireball Poison
Poison Electro Giant Bomber Fireball Wizard Magic Archer
Mega Minion
Fireball Poison Wizard Magic Archer
Fireball Wizard Poison Magic Archer
Fireball Poison Magic Archer
Poison Fireball Wizard Electro Giant Magic Archer
Mega Minion Fireball Wizard Poison Electro Giant
Mega Minion Fireball
Poison Bomber Fireball Wizard Magic Archer
Fireball Poison Magic Archer
Fireball Wizard Poison Magic Archer
Fireball Magic Archer
Fireball Poison Mega Minion Wizard Magic Archer
Fireball
Fireball Poison Mega Minion Wizard Magic Archer
Bomber Fireball Wizard Poison Magic Archer
Fireball Poison Electro Giant
Mega Minion
Electro Giant Fireball Poison Magic Archer
Fireball Poison Magic Archer
Poison Fireball Electro Giant Magic Archer
Fireball Wizard

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