My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Mighty Miner

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.

Mega Minion 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.

Bomber Mega Minion Electro Giant Electro Wizard

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.

Zap Tornado

Punishments

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

Elite Barbarians Electro 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.

Elite Barbarians Heal Spirit Electro Giant

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.

Elite Barbarians 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
Bomber Elite Barbarians
Giant Snowball
Bomber Mega Minion
Zap
Bomber
Barbarian Barrel
Bomber Elite Barbarians Heal Spirit Electro Wizard
The Log
Bomber Elite Barbarians Heal Spirit
Earthquake
Bomber
Arrows
Bomber Heal Spirit
Royal Delivery
Bomber Elite Barbarians Heal Spirit Mega Minion Electro Wizard
Fireball
Bomber Elite Barbarians Mega Minion Electro Wizard
Poison
Bomber Mega Minion Electro Wizard
Lightning
Elite Barbarians Mega Minion Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Tornado Electro Giant

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.

Heal Spirit Mega Minion Tornado 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.

Elite Barbarians

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.

Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bomber Zap Mega Minion Tornado Electro Wizard Elite Barbarians Electro Giant

Shortest cycle

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

8 Heal Spirit Bomber Zap Mega Minion

Attack Synergies 6 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.

Bomber
Zap Elite Barbarians Heal Spirit
Zap
Elite Barbarians Mega Minion Tornado Electro Wizard Bomber Heal Spirit
Elite Barbarians
Zap Heal Spirit Bomber
Heal Spirit
Elite Barbarians Bomber Zap Mega Minion
Mega Minion
Zap Heal Spirit Electro Giant
Tornado
Zap Electro Giant
Electro Giant
Tornado Mega Minion
Electro Wizard
Zap

Defense Synergies 2 11

Bomber
Zap Tornado Electro Giant Electro Wizard
Zap
Mega Minion Electro Wizard Bomber Elite Barbarians Tornado
Elite Barbarians
Zap Mega Minion
Heal Spirit
Mega Minion
Zap Elite Barbarians Tornado Electro Wizard
Tornado
Bomber Zap Mega Minion Electro Giant Electro Wizard
Electro Giant
Bomber Tornado
Electro Wizard
Zap Bomber Mega Minion 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.

Bomber Zap Mega Minion Electro Wizard
Elite Barbarians Zap Mega Minion Electro Wizard
Tornado Bomber Elite Barbarians Mega Minion Electro Wizard
Elite Barbarians Mega Minion Electro Wizard
Bomber Elite Barbarians Tornado
Tornado Bomber Zap Mega Minion Electro Wizard
Mega Minion Tornado Electro Wizard Zap
Zap Electro Giant Electro Wizard
Elite Barbarians Tornado
Elite Barbarians Tornado Bomber Electro Wizard
Electro Wizard Bomber Zap Mega Minion Tornado Electro Giant
Mega Minion Zap Tornado Electro Wizard
Bomber Zap Elite Barbarians Electro Wizard
Bomber Zap Mega Minion Tornado Electro Wizard
Elite Barbarians Electro Wizard
Tornado Zap Elite Barbarians Electro Giant Electro Wizard
Bomber Elite Barbarians Tornado Electro Wizard
Bomber Zap Elite Barbarians Mega Minion Tornado Electro Wizard
Zap Tornado Bomber Mega Minion Electro Wizard
Elite Barbarians Tornado Electro Wizard
Bomber Elite Barbarians Electro Giant Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Electro Giant Electro Wizard
Electro Wizard Bomber Zap Elite Barbarians Mega Minion
Zap Elite Barbarians Electro Wizard
Zap Elite Barbarians Tornado Electro Wizard
Elite Barbarians
Electro Giant Zap Tornado Electro Wizard
Elite Barbarians Mega Minion Electro Wizard
Elite Barbarians
Zap Electro Wizard Elite Barbarians Mega Minion Tornado
Mega Minion
Elite Barbarians Mega Minion
Zap Elite Barbarians Tornado Electro Giant Electro Wizard
Elite Barbarians
Bomber Electro Giant
Elite Barbarians Electro Giant Electro Wizard Bomber Zap Mega Minion Tornado
Bomber Zap Elite Barbarians Mega Minion Electro Giant Electro Wizard
Bomber Zap 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.)

Zap Tornado Electro Wizard
Bomber Zap
Electro Giant Zap Mega Minion Tornado
Bomber Tornado
Zap Tornado
Zap Tornado
Elite Barbarians Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado
Elite Barbarians
Zap Elite Barbarians
Bomber Zap
Tornado
Bomber
Bomber Zap Mega Minion Electro Wizard
Bomber Zap Tornado Electro Giant
Tornado
Tornado
Zap
Zap Tornado Electro Giant Bomber
Mega Minion
Zap Tornado Electro Wizard
Zap Tornado
Zap Tornado
Elite Barbarians Zap Tornado Electro Giant Electro Wizard
Zap Electro Wizard Mega Minion Electro Giant
Elite Barbarians Mega Minion
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Mega Minion Tornado Electro Wizard
Mega Minion Electro Wizard
Bomber Zap
Zap Tornado Electro Giant
Elite Barbarians Mega Minion
Zap Electro Giant Elite Barbarians Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Giant Electro Wizard

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