My Best Clash Royale Deck

Deck Check Rating

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

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Firecracker Wizard

Defensive buildings

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

Tombstone

Investments

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

Firecracker Tombstone Wizard Dark Prince

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Dark Prince

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 Goblins Dark Prince

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 Firecracker Dark Prince

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
Dark Prince
Giant Snowball
Goblins Tombstone
Zap
Goblins Firecracker Tombstone Dark Prince
Barbarian Barrel
Electro Spirit Goblins Firecracker Tombstone Wizard Dark Prince
The Log
Electro Spirit Goblins Firecracker Tombstone Dark Prince
Earthquake
Firecracker Tombstone
Arrows
Electro Spirit Goblins Firecracker Tombstone
Royal Delivery
Electro Spirit Goblins Firecracker Wizard Dark Prince
Fireball
Firecracker Tombstone Wizard
Poison
Firecracker Tombstone Wizard
Lightning
Tombstone Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Firecracker Wizard Dark Prince

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 Arrows Tombstone Dark Prince

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.

Goblins 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblins Zap Arrows Firecracker Tombstone Dark Prince Wizard

Shortest cycle

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

8 Electro Spirit Goblins Zap Arrows

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
Zap
Goblins
Zap
Zap
Arrows Firecracker Electro Spirit Goblins Dark Prince
Arrows
Zap Dark Prince
Firecracker
Zap Dark Prince
Tombstone
Wizard
Dark Prince
Dark Prince
Zap Arrows Firecracker Wizard

Defense Synergies 0 16

Electro Spirit
Zap Dark Prince
Goblins
Zap Firecracker Tombstone Wizard
Zap
Electro Spirit Goblins Arrows Firecracker Tombstone Dark Prince
Arrows
Zap Tombstone Dark Prince
Firecracker
Goblins Zap Tombstone Dark Prince
Tombstone
Goblins Zap Arrows Firecracker Wizard
Wizard
Goblins Tombstone Dark Prince
Dark Prince
Electro Spirit Zap Arrows Firecracker Wizard

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 Firecracker Tombstone Wizard
Goblins Zap Firecracker Tombstone Dark Prince
Goblins Tombstone Dark Prince
Goblins Firecracker Tombstone Dark Prince
Arrows Firecracker Tombstone Dark Prince
Arrows Electro Spirit Goblins Zap Firecracker Dark Prince
Electro Spirit Zap Arrows Firecracker Tombstone Wizard
Electro Spirit Zap Arrows
Goblins Tombstone
Goblins Firecracker Dark Prince
Goblins Electro Spirit Zap Arrows Firecracker Tombstone Wizard Dark Prince
Arrows Zap Firecracker Wizard
Tombstone Zap Wizard Dark Prince
Wizard Electro Spirit Goblins Zap Arrows Firecracker Tombstone Dark Prince
Tombstone
Zap
Wizard Goblins Arrows Firecracker Tombstone Dark Prince
Arrows Tombstone Electro Spirit Goblins Zap Firecracker Wizard Dark Prince
Zap Arrows Wizard Electro Spirit Firecracker Tombstone Dark Prince
Wizard Dark Prince Electro Spirit Goblins Arrows Firecracker

Counters to secondary win conditions

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

Goblins Zap Tombstone Dark Prince
Zap Arrows Firecracker Wizard
Tombstone Goblins Zap Dark Prince
Dark Prince Zap
Tombstone Dark Prince
Arrows Firecracker Wizard Electro Spirit Zap
Dark Prince Goblins Tombstone
Dark Prince
Zap Electro Spirit Goblins Firecracker Tombstone Dark Prince
Tombstone
Tombstone Dark Prince
Zap Arrows Dark Prince
Dark Prince Tombstone Wizard
Wizard Firecracker
Tombstone Electro Spirit Goblins Zap Firecracker Dark Prince
Arrows Electro Spirit Zap Firecracker Wizard Dark Prince
Electro Spirit Zap Arrows Tombstone

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 Firecracker
Arrows Firecracker Zap
Arrows
Arrows Firecracker Dark Prince
Wizard Zap Arrows Firecracker Dark Prince
Arrows Firecracker Wizard Electro Spirit Zap
Arrows Firecracker Wizard
Arrows Zap Firecracker Wizard
Arrows Zap Firecracker Wizard
Goblins
Firecracker Zap Arrows Wizard Dark Prince
Zap Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Zap Arrows Firecracker Wizard Dark Prince
Zap Arrows Firecracker Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Firecracker Electro Spirit Wizard Dark Prince
Arrows Firecracker Zap Wizard
Zap Arrows Wizard
Zap Arrows Firecracker
Zap Arrows Firecracker Wizard
Zap Electro Spirit Firecracker Wizard
Zap Arrows Wizard
Zap Electro Spirit Arrows Firecracker
Arrows Firecracker Wizard
Zap Electro Spirit Tombstone Dark Prince
Zap Arrows Firecracker Wizard
Arrows
Firecracker Wizard Dark Prince
Arrows Zap Firecracker Wizard
Zap Arrows
Firecracker Dark Prince
Zap Electro Spirit Firecracker
Firecracker Zap
Zap Firecracker Dark Prince
Firecracker Wizard

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