My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Little Prince

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.

Wizard Royal Ghost Sparky Little 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.

Poison

Punishments

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

Elite Barbarians Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

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

Electro Spirit Elite Barbarians Battle Healer Royal Ghost

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 Elite Barbarians Royal Ghost

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
Elite Barbarians Sparky
Giant Snowball
Little Prince
Zap
Sparky Little Prince
Barbarian Barrel
Electro Spirit Elite Barbarians Wizard Royal Ghost Sparky Little Prince
The Log
Electro Spirit Elite Barbarians Sparky Little Prince
Earthquake
Arrows
Electro Spirit Little Prince
Royal Delivery
Electro Spirit Elite Barbarians Battle Healer Wizard Royal Ghost Sparky Little Prince
Fireball
Elite Barbarians Battle Healer Wizard Sparky Little Prince
Poison
Battle Healer Wizard Sparky Little Prince
Lightning
Elite Barbarians Battle Healer Wizard Sparky Little Prince
Rocket
Elite Barbarians Battle Healer Wizard Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Poison Royal Ghost Sparky

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 Battle Healer Poison Royal Ghost Sparky

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Royal Ghost Little Prince Battle Healer Poison Wizard Elite Barbarians Sparky

Shortest cycle

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

11 Electro Spirit Royal Ghost Little Prince Battle Healer

Attack Synergies 0 12

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
Elite Barbarians Sparky
Elite Barbarians
Electro Spirit Wizard Royal Ghost Sparky
Battle Healer
Poison Royal Ghost Sparky
Wizard
Elite Barbarians Royal Ghost Sparky
Poison
Battle Healer Royal Ghost
Royal Ghost
Elite Barbarians Battle Healer Wizard Poison Little Prince
Sparky
Electro Spirit Elite Barbarians Battle Healer Wizard
Little Prince
Royal Ghost

Defense Synergies 0 9

Electro Spirit
Little Prince
Elite Barbarians
Wizard
Battle Healer
Poison Royal Ghost Sparky Little Prince
Wizard
Elite Barbarians Royal Ghost
Poison
Battle Healer Sparky
Royal Ghost
Battle Healer Wizard Little Prince
Sparky
Battle Healer Poison
Little Prince
Electro Spirit Battle Healer Royal Ghost

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.

Wizard Sparky
Elite Barbarians Sparky Battle Healer
Sparky Elite Barbarians
Elite Barbarians Sparky
Elite Barbarians Battle Healer Poison Sparky
Electro Spirit Royal Ghost
Electro Spirit Wizard Poison Little Prince
Electro Spirit Battle Healer Poison Sparky
Sparky Elite Barbarians
Elite Barbarians Battle Healer Royal Ghost Sparky Little Prince
Poison Electro Spirit Wizard Royal Ghost
Wizard Poison
Sparky Elite Barbarians Battle Healer Wizard
Wizard Sparky Electro Spirit Poison Royal Ghost
Elite Barbarians Sparky
Elite Barbarians Sparky
Wizard Sparky Elite Barbarians Poison
Electro Spirit Elite Barbarians Battle Healer Wizard Royal Ghost Little Prince
Wizard Poison Electro Spirit Battle Healer Royal Ghost Little Prince
Sparky Elite Barbarians
Wizard Royal Ghost Electro Spirit Elite Barbarians Battle Healer Poison Sparky Little Prince
Elite Barbarians Sparky

Counters to secondary win conditions

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

Elite Barbarians Battle Healer Royal Ghost Sparky
Poison Elite Barbarians Battle Healer Wizard Royal Ghost
Elite Barbarians Battle Healer Sparky
Elite Barbarians Battle Healer Sparky
Elite Barbarians Battle Healer Sparky
Wizard Poison Electro Spirit
Sparky Elite Barbarians Battle Healer
Elite Barbarians Battle Healer Sparky
Electro Spirit Elite Barbarians Poison Sparky
Sparky
Elite Barbarians Sparky
Elite Barbarians Poison
Elite Barbarians Wizard Sparky
Wizard Sparky
Elite Barbarians Sparky Electro Spirit Battle Healer Poison Little Prince
Poison Electro Spirit Elite Barbarians Battle Healer Wizard Royal Ghost Sparky
Electro Spirit

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.)

Poison Royal Ghost Sparky
Poison Royal Ghost
Poison Sparky
Poison Sparky
Wizard Poison Sparky
Wizard Poison Electro Spirit
Wizard Poison Sparky
Poison Wizard
Poison Wizard
Elite Barbarians Poison Sparky
Poison Wizard Sparky
Poison Wizard
Poison Elite Barbarians Sparky
Poison
Elite Barbarians Poison Sparky
Wizard Poison Sparky
Wizard Poison Sparky
Poison Sparky
Sparky
Wizard Poison Sparky
Wizard Poison Little Prince
Poison Sparky
Wizard Poison
Sparky
Poison
Poison Electro Spirit Wizard Sparky Little Prince
Poison Wizard Royal Ghost Sparky
Wizard Poison Sparky
Poison Sparky
Elite Barbarians Poison Wizard Sparky Little Prince
Electro Spirit Wizard Poison
Elite Barbarians Sparky
Poison Wizard Sparky
Electro Spirit Poison Sparky
Sparky
Wizard Poison Sparky
Electro Spirit
Poison Wizard
Poison Wizard Sparky
Wizard Poison
Poison Sparky
Elite Barbarians Sparky
Electro Spirit Elite Barbarians Poison Sparky
Poison
Poison Royal Ghost Sparky Little Prince
Sparky
Wizard Sparky
Poison

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