My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Great!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Giant Balloon Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Arrows The Log

Punishments

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

Giant Balloon

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 Balloon

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.

Balloon 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
Giant Balloon Sparky
Giant Snowball
Cannon Balloon
Zap
Cannon Inferno Tower Balloon Sparky
Barbarian Barrel
Cannon Inferno Tower Electro Wizard Sparky
The Log
Cannon Sparky
Earthquake
Cannon Inferno Tower
Arrows
Royal Delivery
Balloon Electro Wizard Sparky
Fireball
Cannon Inferno Tower Balloon Electro Wizard Sparky
Poison
Cannon Inferno Tower Balloon Electro Wizard Sparky
Lightning
Cannon Inferno Tower Balloon Electro Wizard Sparky
Rocket
Inferno Tower Balloon Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log 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.

Arrows Inferno Tower Sparky

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.

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.

The Log Arrows Cannon Electro Wizard Giant Inferno Tower Balloon Sparky

Shortest cycle

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

12 The Log Arrows Cannon Electro Wizard

Attack Synergies 4 8

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.

Arrows
Giant Balloon Sparky
Cannon
Giant
Arrows Sparky Balloon The Log Electro Wizard
Inferno Tower
Balloon
Arrows Giant The Log Electro Wizard Sparky
The Log
Giant Balloon Sparky
Electro Wizard
Giant Balloon Sparky
Sparky
Arrows Giant Balloon The Log Electro Wizard

Defense Synergies 3 8

Arrows
Cannon Inferno Tower Sparky
Cannon
The Log Arrows Inferno Tower Electro Wizard Sparky
Giant
Inferno Tower
The Log Electro Wizard Arrows Cannon
Balloon
The Log
Cannon Inferno Tower Electro Wizard Sparky
Electro Wizard
Inferno Tower Cannon The Log
Sparky
Arrows Cannon The Log

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.

Cannon Inferno Tower The Log Electro Wizard Sparky
Inferno Tower Sparky Cannon The Log Electro Wizard
Cannon Inferno Tower Sparky Electro Wizard
Cannon Inferno Tower Sparky Electro Wizard
Arrows The Log Sparky
Arrows The Log Cannon Electro Wizard
Inferno Tower Electro Wizard Arrows Cannon
Arrows Cannon Inferno Tower The Log Electro Wizard Sparky
Cannon Inferno Tower Sparky
Cannon Inferno Tower Electro Wizard Sparky
Electro Wizard Arrows Cannon The Log
Arrows Inferno Tower Electro Wizard
Cannon Inferno Tower Sparky The Log Electro Wizard
Sparky Arrows Cannon The Log Electro Wizard
Inferno Tower Sparky Cannon Electro Wizard
Inferno Tower Cannon The Log Electro Wizard Sparky
Sparky Arrows Cannon Inferno Tower Electro Wizard
Arrows Cannon The Log Electro Wizard
Arrows The Log Cannon Electro Wizard
Sparky Cannon Inferno Tower Electro Wizard
Arrows Cannon The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Inferno Tower Electro Wizard Sparky
Electro Wizard Arrows The Log
Inferno Tower The Log Electro Wizard Sparky
Inferno Tower The Log Electro Wizard Sparky
Inferno Tower Cannon Sparky
Arrows Electro Wizard
Sparky Inferno Tower Electro Wizard
Inferno Tower Sparky
Electro Wizard Inferno Tower The Log Sparky
Inferno Tower Cannon Sparky
Inferno Tower Sparky
Arrows The Log Electro Wizard
Cannon Inferno Tower Sparky
Cannon Sparky
Inferno Tower Electro Wizard Sparky The Log
Arrows Cannon Inferno Tower The Log Electro Wizard Sparky
Arrows Cannon Inferno Tower 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 The Log Sparky
Arrows The Log Electro Wizard
Arrows The Log Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log
Arrows The Log
Electro Wizard Sparky
Arrows The Log Electro Wizard Sparky
Arrows
The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Sparky
Sparky
Arrows The Log Electro Wizard Sparky
Arrows The Log
The Log Sparky
Arrows
The Log Sparky
Arrows The Log
Arrows The Log Sparky
Arrows The Log Electro Wizard Sparky
Arrows The Log Sparky
Arrows The Log Sparky
Arrows Electro Wizard Sparky
Electro Wizard
Sparky
Arrows The Log Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows The Log Sparky
Electro Wizard
Arrows Electro Wizard
Arrows The Log
Electro Wizard Sparky
Arrows The Log
Arrows Sparky
Sparky
The Log Electro Wizard Sparky
Electro Wizard
The Log Electro Wizard Sparky
Sparky
Sparky

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