My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

3 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Firecracker

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 Elixir Collector Dark Prince Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Rage Tornado

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.

Elixir Collector

Dropped at the bridge

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

Electro Spirit Dark Prince Golem

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 Golem

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
Zap
Firecracker Dark Prince
Barbarian Barrel
Electro Spirit Firecracker Dark Prince
The Log
Electro Spirit Firecracker Dark Prince
Earthquake
Firecracker Elixir Collector
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Firecracker Dark Prince
Fireball
Firecracker Elixir Collector
Poison
Firecracker Elixir Collector
Lightning
Elixir Collector Dark Prince
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Tornado 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 Elixir Collector Rage Tornado Dark Prince Golem

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.

Electro Spirit Zap Rage Firecracker Tornado Dark Prince Elixir Collector Golem

Shortest cycle

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

8 Electro Spirit Zap Rage Firecracker

Attack Synergies 2 11

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 Golem
Zap
Firecracker Tornado Electro Spirit Dark Prince Golem
Firecracker
Zap Tornado Dark Prince Golem
Elixir Collector
Rage
Dark Prince
Tornado
Zap Firecracker Dark Prince Golem
Dark Prince
Zap Firecracker Rage Tornado Golem
Golem
Electro Spirit Zap Firecracker Tornado Dark Prince

Defense Synergies 0 8

Electro Spirit
Zap Dark Prince
Zap
Electro Spirit Firecracker Tornado Dark Prince
Firecracker
Zap Tornado Dark Prince
Elixir Collector
Rage
Tornado
Zap Firecracker Dark Prince
Dark Prince
Electro Spirit Zap Firecracker Tornado
Golem

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
Zap Firecracker Dark Prince
Tornado Dark Prince
Firecracker Dark Prince
Firecracker Tornado Dark Prince
Tornado Electro Spirit Zap Firecracker Dark Prince
Tornado Electro Spirit Zap Firecracker
Electro Spirit Zap
Tornado
Tornado Firecracker Dark Prince
Electro Spirit Zap Firecracker Tornado Dark Prince
Zap Firecracker Tornado
Zap Dark Prince
Electro Spirit Zap Firecracker Tornado Dark Prince
Tornado Zap
Firecracker Tornado Dark Prince
Electro Spirit Zap Firecracker Tornado Dark Prince
Zap Tornado Electro Spirit Firecracker Dark Prince
Tornado
Dark Prince Electro Spirit Firecracker

Counters to secondary win conditions

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

Zap Dark Prince
Zap Firecracker
Zap Dark Prince
Dark Prince Zap Tornado
Dark Prince
Firecracker Electro Spirit Zap Tornado
Dark Prince
Dark Prince
Zap Electro Spirit Firecracker Tornado Dark Prince
Dark Prince
Zap Tornado Dark Prince
Dark Prince
Firecracker
Electro Spirit Zap Firecracker Tornado Dark Prince
Electro Spirit Zap Firecracker Dark Prince
Electro Spirit Zap

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
Firecracker Zap Tornado
Firecracker Dark Prince
Zap Firecracker Dark Prince
Firecracker Electro Spirit Zap Tornado
Firecracker Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Tornado
Firecracker Zap Tornado Dark Prince
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Tornado
Zap Firecracker Dark Prince
Zap Firecracker Tornado
Tornado
Tornado
Zap
Zap Firecracker Tornado Electro Spirit Dark Prince
Firecracker Zap Tornado
Zap Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Zap Electro Spirit Firecracker
Zap
Zap Electro Spirit Firecracker
Firecracker
Zap Electro Spirit Dark Prince
Zap Firecracker Tornado
Firecracker Dark Prince
Zap Firecracker
Zap Tornado
Firecracker Dark Prince
Zap Electro Spirit Firecracker Tornado
Firecracker Zap Tornado
Zap Firecracker Tornado Dark Prince
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: