My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Witch Electro Wizard 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.

Bomber Firecracker Giant Witch Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

Punishments

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

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.

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 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
Bomber Giant Inferno Dragon
Giant Snowball
Bomber Witch Inferno Dragon
Zap
Bomber Firecracker Witch Inferno Dragon
Barbarian Barrel
Bomber Firecracker Witch Electro Wizard
The Log
Bomber Firecracker Witch
Earthquake
Bomber Firecracker Witch
Arrows
Bomber Firecracker Witch
Royal Delivery
Bomber Firecracker Witch Electro Wizard Inferno Dragon
Fireball
Bomber Firecracker Witch Electro Wizard Inferno Dragon
Poison
Bomber Firecracker Witch Electro Wizard
Lightning
Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Firecracker

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.

Arrows Rage 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.

Witch 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.

Bomber Rage Arrows Firecracker Electro Wizard Inferno Dragon Giant Witch

Shortest cycle

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

10 Bomber Rage Arrows Firecracker

Attack Synergies 4 5

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.

Bomber
Giant
Arrows
Giant
Firecracker
Giant Inferno Dragon
Giant
Bomber Arrows Rage Firecracker Witch Electro Wizard
Rage
Giant Witch Electro Wizard
Witch
Rage Giant
Electro Wizard
Giant Rage
Inferno Dragon
Firecracker

Defense Synergies 0 4

Bomber
Electro Wizard
Arrows
Firecracker
Electro Wizard
Giant
Rage
Witch
Electro Wizard
Electro Wizard
Bomber Firecracker Witch Inferno Dragon
Inferno Dragon
Electro 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.

Bomber Firecracker Electro Wizard
Inferno Dragon Firecracker Witch Electro Wizard
Witch Bomber Electro Wizard Inferno Dragon
Witch Inferno Dragon Firecracker Electro Wizard
Bomber Arrows Firecracker
Arrows Bomber Firecracker Electro Wizard
Electro Wizard Inferno Dragon Arrows Firecracker Witch
Arrows Electro Wizard
Witch Inferno Dragon
Bomber Firecracker Electro Wizard
Witch Electro Wizard Bomber Arrows Firecracker
Arrows Inferno Dragon Firecracker Witch Electro Wizard
Bomber Witch Electro Wizard
Bomber Arrows Firecracker Witch Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Bomber Arrows Firecracker Witch Electro Wizard
Arrows Bomber Firecracker Witch Electro Wizard
Arrows Witch Bomber Firecracker Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Bomber Arrows Firecracker Witch Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Witch Electro Wizard
Electro Wizard Bomber Arrows Firecracker Inferno Dragon
Witch Electro Wizard
Electro Wizard
Witch Inferno Dragon
Arrows Firecracker Witch Electro Wizard
Witch Electro Wizard
Inferno Dragon
Electro Wizard Firecracker Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Witch
Arrows Electro Wizard
Witch
Bomber Firecracker Witch
Witch Electro Wizard Bomber Firecracker Inferno Dragon
Arrows Bomber Firecracker Witch Electro Wizard Inferno Dragon
Bomber Arrows 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.)

Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Bomber Arrows Firecracker
Arrows Firecracker Witch
Bomber Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Bomber Arrows Firecracker Witch
Arrows Firecracker
Arrows
Bomber
Bomber Arrows Firecracker Electro Wizard
Bomber Arrows Firecracker Witch
Arrows
Arrows
Arrows Firecracker Bomber Witch
Witch Inferno Dragon
Arrows Firecracker Witch Electro Wizard
Arrows Witch
Arrows Firecracker
Arrows Firecracker Witch Electro Wizard
Electro Wizard Firecracker Witch
Bomber Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Electro Wizard Witch
Arrows Firecracker Witch Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Bomber Firecracker
Arrows
Firecracker
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard
Inferno Dragon
Firecracker

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