My Best Clash Royale Deck

Deck Check Rating

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

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.

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

Minions 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 Minions 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 Minions

Attack Synergies 5 8

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 Minions Elite Barbarians Heal Spirit
Zap
Elite Barbarians Tornado Electro Wizard Bomber Minions Heal Spirit
Minions
Bomber Zap Elite Barbarians Heal Spirit
Elite Barbarians
Zap Heal Spirit Bomber Minions
Heal Spirit
Elite Barbarians Bomber Zap Minions
Tornado
Zap Electro Giant
Electro Giant
Tornado
Electro Wizard
Zap

Defense Synergies 1 10

Bomber
Zap Tornado Electro Giant Electro Wizard
Zap
Electro Wizard Bomber Minions Elite Barbarians Tornado
Minions
Zap Electro Wizard
Elite Barbarians
Zap
Heal Spirit
Tornado
Bomber Zap Electro Giant Electro Wizard
Electro Giant
Bomber Tornado
Electro Wizard
Zap Bomber Minions 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 Minions Electro Wizard
Elite Barbarians Zap Minions Electro Wizard
Tornado Bomber Minions Elite Barbarians Electro Wizard
Elite Barbarians Minions Electro Wizard
Bomber Elite Barbarians Tornado
Tornado Bomber Zap Minions Electro Wizard
Minions Tornado Electro Wizard Zap
Zap Electro Giant Electro Wizard
Minions Elite Barbarians Tornado
Elite Barbarians Tornado Bomber Electro Wizard
Minions Electro Wizard Bomber Zap Tornado Electro Giant
Minions Zap Tornado Electro Wizard
Bomber Zap Minions Elite Barbarians Electro Wizard
Bomber Zap Minions Tornado Electro Wizard
Elite Barbarians Electro Wizard
Tornado Zap Elite Barbarians Electro Giant Electro Wizard
Bomber Minions Elite Barbarians Tornado Electro Wizard
Bomber Zap Minions Elite Barbarians Tornado Electro Wizard
Zap Tornado Bomber Minions Electro Wizard
Elite Barbarians Tornado Electro Wizard
Bomber Minions 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
Zap Minions Elite Barbarians Electro Wizard
Zap Elite Barbarians Tornado Electro Wizard
Elite Barbarians
Electro Giant Zap Minions Tornado Electro Wizard
Minions Elite Barbarians Electro Wizard
Elite Barbarians
Zap Electro Wizard Minions Elite Barbarians Tornado
Minions Elite Barbarians
Zap Elite Barbarians Tornado Electro Giant Electro Wizard
Elite Barbarians
Bomber Electro Giant
Elite Barbarians Electro Giant Electro Wizard Bomber Zap Minions Tornado
Minions Bomber Zap Elite Barbarians 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 Minions Tornado
Bomber Tornado
Zap Tornado
Zap Tornado
Minions Elite Barbarians Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado
Elite Barbarians
Minions
Zap Elite Barbarians
Bomber Zap
Tornado
Bomber Minions
Bomber Zap Electro Wizard
Bomber Zap Tornado Electro Giant
Minions
Tornado
Tornado
Zap
Zap Tornado Electro Giant Bomber
Zap Tornado Electro Wizard
Zap Tornado
Zap Tornado
Elite Barbarians Zap Tornado Electro Giant Electro Wizard
Zap Electro Wizard Minions Electro Giant
Elite Barbarians
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Minions
Zap Tornado Electro Wizard
Electro Wizard
Bomber Zap
Zap Tornado Electro Giant
Elite Barbarians
Zap Electro Giant Minions Elite Barbarians Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Giant Electro Wizard

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