My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Electro Dragon Inferno Dragon

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.

Elixir Golem Electro Dragon Inferno Dragon

Offensive cards

Win conditions

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

Elixir 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.

Elixir Golem

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.

Fire Spirit Elixir Golem Battle Healer

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 Dragon

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
Elixir Golem Inferno Dragon
Giant Snowball
Fire Spirit Electro Dragon Inferno Dragon
Zap
Fire Spirit Inferno Dragon
Barbarian Barrel
Fire Spirit Elixir Golem
The Log
Fire Spirit Elixir Golem
Earthquake
Elixir Golem
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elixir Golem Battle Healer Electro Dragon Inferno Dragon
Fireball
Elixir Golem Battle Healer Electro Dragon Inferno Dragon
Poison
Elixir Golem Battle Healer Electro Dragon
Lightning
Battle Healer Electro Dragon Inferno Dragon
Rocket
Battle Healer Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Tornado Electro Dragon

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.

Fire Spirit Elixir Golem Battle Healer Rage Tornado Inferno Dragon

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.

Fire Spirit

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.

Fire Spirit Zap Rage Elixir Golem Tornado Battle Healer Inferno Dragon Electro Dragon

Shortest cycle

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

8 Fire Spirit Zap Rage Elixir Golem

Attack Synergies 6 14

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.

Fire Spirit
Zap Elixir Golem Battle Healer Inferno Dragon
Zap
Tornado Fire Spirit Elixir Golem Battle Healer Electro Dragon
Elixir Golem
Battle Healer Rage Fire Spirit Zap Tornado Electro Dragon Inferno Dragon
Battle Healer
Elixir Golem Rage Electro Dragon Inferno Dragon Fire Spirit Zap Tornado
Rage
Elixir Golem Battle Healer Electro Dragon
Tornado
Zap Elixir Golem Battle Healer Electro Dragon
Electro Dragon
Battle Healer Zap Elixir Golem Rage Tornado Inferno Dragon
Inferno Dragon
Battle Healer Fire Spirit Elixir Golem Electro Dragon

Defense Synergies 2 11

Fire Spirit
Zap Battle Healer Tornado
Zap
Fire Spirit Battle Healer Tornado Electro Dragon Inferno Dragon
Elixir Golem
Battle Healer
Electro Dragon Inferno Dragon Fire Spirit Zap Tornado
Rage
Tornado
Fire Spirit Zap Battle Healer Electro Dragon Inferno Dragon
Electro Dragon
Battle Healer Zap Tornado Inferno Dragon
Inferno Dragon
Battle Healer Zap Tornado Electro Dragon

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 Electro Dragon
Inferno Dragon Zap Battle Healer Electro Dragon
Tornado Fire Spirit Electro Dragon Inferno Dragon
Inferno Dragon Electro Dragon
Battle Healer Tornado
Tornado Fire Spirit Zap Electro Dragon
Tornado Inferno Dragon Fire Spirit Zap Electro Dragon
Zap Battle Healer Electro Dragon
Inferno Dragon Tornado
Tornado Fire Spirit Battle Healer
Zap Tornado Electro Dragon
Inferno Dragon Zap Tornado Electro Dragon
Fire Spirit Zap Battle Healer Electro Dragon
Fire Spirit Zap Tornado Electro Dragon
Inferno Dragon
Tornado Zap Inferno Dragon
Tornado Electro Dragon
Fire Spirit Zap Battle Healer Tornado Electro Dragon
Zap Tornado Fire Spirit Battle Healer Electro Dragon Inferno Dragon
Tornado Inferno Dragon
Fire Spirit Battle Healer Electro Dragon

Counters to secondary win conditions

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

Zap Battle Healer
Zap Battle Healer Electro Dragon Inferno Dragon
Zap Battle Healer Electro Dragon
Zap Battle Healer Tornado
Battle Healer Inferno Dragon
Fire Spirit Zap Tornado Electro Dragon
Battle Healer
Battle Healer Inferno Dragon
Zap Electro Dragon Tornado Inferno Dragon
Inferno Dragon
Inferno Dragon Electro Dragon
Zap Tornado
Electro Dragon
Electro Dragon Zap Battle Healer Tornado Inferno Dragon
Zap Battle Healer Electro Dragon Inferno Dragon
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.)

Electro Dragon
Zap Tornado Electro Dragon
Electro Dragon
Fire Spirit Zap
Fire Spirit Zap Tornado Electro Dragon
Fire Spirit Tornado
Fire Spirit Zap Tornado Electro Dragon
Zap Tornado Electro Dragon
Fire Spirit Tornado Electro Dragon
Zap Tornado Electro Dragon
Fire Spirit Zap Tornado Electro Dragon
Fire Spirit
Electro Dragon
Zap
Zap Electro Dragon
Electro Dragon
Tornado
Fire Spirit Zap Electro Dragon
Fire Spirit Zap Tornado Electro Dragon
Tornado
Tornado
Zap Electro Dragon
Zap Tornado Fire Spirit Electro Dragon
Inferno Dragon
Zap Tornado Electro Dragon
Zap Tornado Electro Dragon
Zap Tornado
Fire Spirit Zap Tornado Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Zap Fire Spirit Electro Dragon
Fire Spirit Zap Tornado Electro Dragon
Electro Dragon
Zap Electro Dragon
Zap Tornado
Electro Dragon
Zap Electro Dragon Tornado
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado
Inferno Dragon
Electro Dragon

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