My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Firecracker Tesla Elixir Golem Rune Giant Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Rune Giant

Damage spells

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

Arrows

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.

Elixir Golem Battle Healer Rune 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
Elixir Golem Guards
Giant Snowball
Guards
Zap
Firecracker Guards
Barbarian Barrel
Firecracker Tesla Elixir Golem Guards Electro Wizard
The Log
Firecracker Elixir Golem Guards
Earthquake
Firecracker Tesla Elixir Golem Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Elixir Golem Battle Healer Guards Electro Wizard
Fireball
Firecracker Tesla Elixir Golem Battle Healer Electro Wizard
Poison
Firecracker Elixir Golem Battle Healer Guards Electro Wizard
Lightning
Tesla Battle Healer Electro Wizard
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

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 Elixir Golem Battle Healer Guards Rune Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Elixir Golem Guards Tesla Battle Healer Rune Giant Electro Wizard

Shortest cycle

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

12 Arrows Firecracker Elixir Golem Guards

Attack Synergies 2 6

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
Elixir Golem Battle Healer
Firecracker
Elixir Golem Battle Healer Rune Giant
Tesla
Elixir Golem
Firecracker Battle Healer Arrows
Battle Healer
Elixir Golem Arrows Firecracker Electro Wizard
Guards
Rune Giant
Firecracker Electro Wizard
Electro Wizard
Battle Healer Rune Giant

Defense Synergies 0 11

Arrows
Tesla Battle Healer
Firecracker
Tesla Battle Healer Guards Electro Wizard
Tesla
Arrows Firecracker Battle Healer Guards Electro Wizard
Elixir Golem
Battle Healer
Arrows Firecracker Tesla Electro Wizard
Guards
Firecracker Tesla Electro Wizard
Rune Giant
Electro Wizard
Firecracker Tesla Battle Healer Guards

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.

Firecracker Tesla Electro Wizard
Firecracker Tesla Battle Healer Electro Wizard
Tesla Electro Wizard
Tesla Firecracker Guards Electro Wizard
Arrows Firecracker Battle Healer
Arrows Firecracker Tesla Guards Electro Wizard
Tesla Electro Wizard Arrows Firecracker
Arrows Tesla Battle Healer Electro Wizard
Tesla
Guards Firecracker Tesla Battle Healer Electro Wizard
Guards Electro Wizard Arrows Firecracker Tesla
Arrows Tesla Firecracker Electro Wizard
Tesla Battle Healer Guards Electro Wizard
Arrows Firecracker Tesla Guards Electro Wizard
Tesla Electro Wizard
Tesla Electro Wizard
Tesla Arrows Firecracker Electro Wizard
Arrows Tesla Firecracker Battle Healer Guards Electro Wizard
Arrows Firecracker Tesla Battle Healer Guards Electro Wizard
Tesla Electro Wizard
Arrows Firecracker Tesla Battle Healer Guards Electro Wizard
Tesla

Counters to secondary win conditions

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

Guards Tesla Battle Healer Electro Wizard
Electro Wizard Arrows Firecracker Tesla Battle Healer
Guards Battle Healer Electro Wizard
Guards Tesla Battle Healer Electro Wizard
Tesla Battle Healer Guards
Arrows Firecracker Tesla Electro Wizard
Guards Tesla Battle Healer Electro Wizard
Tesla Battle Healer
Electro Wizard Firecracker
Tesla Guards
Tesla Guards
Arrows Guards Electro Wizard
Tesla Guards
Firecracker Tesla
Tesla Guards Electro Wizard Firecracker Battle Healer
Arrows Firecracker Tesla Battle Healer Electro Wizard
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 Guards
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Guards Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker Guards
Arrows
Arrows Firecracker Electro Wizard
Arrows Firecracker
Electro Wizard Guards
Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker
Firecracker Guards Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker

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