My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Minion Horde Wizard 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.

Firecracker Wizard Bowler Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Missing

Punishments

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

Hog Rider 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.

Minion Horde Hog Rider 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.

Firecracker Hog Rider 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
Minion Horde Hog Rider Skeleton Army
Giant Snowball
Minion Horde Hog Rider Skeleton Army
Zap
Firecracker Minion Horde Skeleton Army
Barbarian Barrel
Firecracker Wizard Skeleton Army Electro Wizard
The Log
Firecracker Hog Rider Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Firecracker Minion Horde Skeleton Army
Royal Delivery
Firecracker Minion Horde Hog Rider Wizard Skeleton Army Bowler Electro Wizard
Fireball
Firecracker Minion Horde Hog Rider Wizard Skeleton Army Bowler Electro Wizard
Poison
Firecracker Minion Horde Wizard Skeleton Army Electro Wizard
Lightning
Wizard Bowler Electro Wizard
Rocket
Minion Horde Hog Rider Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Bowler 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.

Skeleton Army Bowler 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.

Skeleton Army

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.

Minion Horde Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Skeleton Army Hog Rider Electro Wizard Minion Horde Wizard Bowler Electro Giant

Shortest cycle

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

14 Firecracker Skeleton Army Hog Rider Electro Wizard

Attack Synergies 1 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.

Firecracker
Hog Rider Bowler
Minion Horde
Hog Rider
Hog Rider
Firecracker Minion Horde Wizard Bowler Electro Wizard
Wizard
Hog Rider
Skeleton Army
Bowler
Firecracker Hog Rider Electro Wizard
Electro Giant
Electro Wizard
Hog Rider Bowler

Defense Synergies 0 6

Firecracker
Skeleton Army Electro Wizard
Minion Horde
Hog Rider
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Firecracker Wizard Electro Wizard
Bowler
Electro Wizard
Electro Giant
Electro Wizard
Firecracker Wizard Skeleton Army Bowler

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.

Bowler Firecracker Minion Horde Wizard Electro Wizard
Minion Horde Skeleton Army Firecracker Electro Wizard
Minion Horde Skeleton Army Bowler Electro Wizard
Minion Horde Skeleton Army Firecracker Bowler Electro Wizard
Firecracker Skeleton Army Bowler
Skeleton Army Bowler Firecracker Electro Wizard
Minion Horde Electro Wizard Firecracker Wizard
Bowler Electro Giant Electro Wizard
Minion Horde Skeleton Army
Skeleton Army Firecracker Minion Horde Bowler Electro Wizard
Minion Horde Skeleton Army Electro Wizard Firecracker Wizard Bowler Electro Giant
Minion Horde Firecracker Wizard Electro Wizard
Minion Horde Skeleton Army Bowler Wizard Electro Wizard
Wizard Skeleton Army Bowler Firecracker Minion Horde Electro Wizard
Skeleton Army Minion Horde Electro Wizard
Minion Horde Skeleton Army Bowler Electro Giant Electro Wizard
Minion Horde Wizard Firecracker Skeleton Army Bowler Electro Wizard
Firecracker Minion Horde Wizard Skeleton Army Bowler Electro Wizard
Wizard Firecracker Bowler Electro Wizard
Electro Wizard
Wizard Skeleton Army Bowler Firecracker Minion Horde Electro Giant Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Bowler Electro Giant Electro Wizard
Electro Wizard Firecracker Wizard Bowler
Skeleton Army Minion Horde Bowler Electro Wizard
Skeleton Army Bowler Minion Horde Electro Wizard
Minion Horde Skeleton Army Bowler
Firecracker Wizard Electro Giant Minion Horde Electro Wizard
Skeleton Army Minion Horde Bowler Electro Wizard
Minion Horde Skeleton Army
Minion Horde Electro Wizard Firecracker Skeleton Army
Minion Horde Skeleton Army
Minion Horde Bowler
Skeleton Army Bowler Electro Giant Electro Wizard
Skeleton Army Bowler Minion Horde Wizard
Wizard Firecracker Minion Horde Skeleton Army Bowler Electro Giant
Skeleton Army Electro Giant Electro Wizard Firecracker Minion Horde Bowler
Bowler Firecracker Minion Horde Wizard Electro Giant Electro Wizard
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.)

Firecracker Minion Horde
Firecracker Bowler Electro Wizard
Minion Horde
Firecracker
Wizard Firecracker Minion Horde Bowler
Firecracker Wizard Electro Giant Minion Horde
Firecracker Minion Horde Wizard Bowler
Firecracker Wizard Bowler
Firecracker Wizard
Minion Horde Bowler Electro Wizard
Firecracker Minion Horde Wizard Bowler Electro Wizard
Firecracker Wizard
Firecracker Bowler
Firecracker Minion Horde
Firecracker
Firecracker Minion Horde Wizard Bowler
Firecracker Minion Horde Wizard Bowler
Minion Horde
Firecracker Wizard Bowler Electro Wizard
Firecracker Wizard Bowler Electro Giant
Minion Horde Bowler
Wizard
Bowler
Minion Horde
Firecracker Electro Giant Wizard Bowler
Minion Horde
Firecracker Wizard Bowler Electro Wizard
Wizard Bowler
Firecracker
Firecracker Minion Horde Wizard Electro Giant Electro Wizard
Electro Wizard Firecracker Minion Horde Wizard Electro Giant
Minion Horde Bowler
Minion Horde Wizard
Firecracker Minion Horde Electro Wizard
Minion Horde
Firecracker Wizard Bowler
Minion Horde Electro Wizard Skeleton Army
Firecracker Wizard Electro Wizard
Firecracker Minion Horde Wizard Bowler Electro Wizard
Firecracker Wizard Bowler
Electro Giant
Firecracker Minion Horde
Electro Giant Firecracker Minion Horde Bowler Electro Wizard
Firecracker Electro Wizard
Firecracker Bowler Electro Giant Electro Wizard
Firecracker Wizard Bowler

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