My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies Electro Wizard

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 Zappies Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Zap Freeze

Punishments

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

Royal Hogs Electro 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.

Royal Hogs Electro 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 Royal Hogs 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 Royal Hogs
Giant Snowball
Bomber Zappies Royal Hogs
Zap
Bomber Firecracker Zappies Royal Hogs
Barbarian Barrel
Bomber Firecracker Zappies Royal Hogs Electro Wizard
The Log
Bomber Firecracker Zappies Royal Hogs
Earthquake
Bomber Firecracker Zappies Royal Hogs
Arrows
Bomber Firecracker Zappies Royal Hogs
Royal Delivery
Bomber Firecracker Zappies Royal Hogs Electro Wizard
Fireball
Bomber Firecracker Zappies Royal Hogs Electro Wizard
Poison
Bomber Firecracker Zappies Royal Hogs Electro Wizard
Lightning
Electro Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker Freeze Electro Giant

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.

Freeze Electro 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.

Bomber Zap Firecracker Zappies Freeze Electro Wizard Royal Hogs Electro Giant

Shortest cycle

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

11 Bomber Zap Firecracker Zappies

Attack Synergies 2 9

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
Zap Royal Hogs
Zap
Firecracker Electro Wizard Bomber Zappies Royal Hogs Freeze
Firecracker
Zap Zappies Royal Hogs
Zappies
Zap Firecracker Royal Hogs
Royal Hogs
Bomber Zap Firecracker Zappies Electro Wizard
Freeze
Zap
Electro Giant
Electro Wizard
Zap Royal Hogs

Defense Synergies 1 10

Bomber
Zap Electro Giant Electro Wizard
Zap
Electro Wizard Bomber Firecracker Zappies
Firecracker
Zap Zappies Electro Wizard
Zappies
Zap Firecracker Electro Giant Electro Wizard
Royal Hogs
Freeze
Electro Wizard
Electro Giant
Bomber Zappies
Electro Wizard
Zap Bomber Firecracker Zappies Freeze

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 Zap Firecracker Zappies Electro Wizard
Zap Firecracker Zappies Electro Wizard
Bomber Zappies Freeze Electro Wizard
Firecracker Zappies Electro Wizard
Bomber Firecracker
Freeze Bomber Zap Firecracker Zappies Electro Wizard
Electro Wizard Zap Firecracker Zappies Freeze
Zap Electro Giant Electro Wizard
Zappies
Bomber Firecracker Zappies Electro Wizard
Electro Wizard Bomber Zap Firecracker Zappies Freeze Electro Giant
Zap Firecracker Zappies Electro Wizard
Bomber Zap Zappies Freeze Electro Wizard
Bomber Zap Firecracker Zappies Freeze Electro Wizard
Zappies Electro Wizard
Zap Zappies Freeze Electro Giant Electro Wizard
Bomber Firecracker Zappies Electro Wizard
Bomber Zap Firecracker Zappies Electro Wizard
Zap Freeze Bomber Firecracker Zappies Electro Wizard
Zappies Electro Wizard
Bomber Firecracker Zappies Electro Giant Electro Wizard
Zappies

Counters to secondary win conditions

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

Zap Zappies Electro Giant Electro Wizard
Electro Wizard Bomber Zap Firecracker
Zappies Zap Electro Wizard
Zap Zappies Electro Wizard
Zappies
Firecracker Electro Giant Zap Zappies Freeze Electro Wizard
Zappies Electro Wizard
Zappies
Zap Freeze Electro Wizard Firecracker Zappies
Zappies
Zappies
Zap Electro Giant Electro Wizard
Zappies
Bomber Firecracker Zappies Electro Giant
Zappies Electro Giant Electro Wizard Bomber Zap Firecracker Freeze
Bomber Zap Firecracker Zappies Freeze Electro Giant Electro Wizard
Bomber Zap 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.)

Firecracker Freeze
Firecracker Zap Electro Wizard
Firecracker Freeze
Bomber Zap Firecracker
Firecracker Electro Giant Zap Freeze
Bomber Firecracker
Zap Firecracker Freeze
Zap Firecracker
Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker Freeze
Zap Firecracker
Bomber Zap Firecracker
Firecracker
Freeze
Bomber
Bomber Zap Firecracker Electro Wizard
Bomber Zap Firecracker Electro Giant
Zap
Zap Firecracker Freeze Electro Giant Bomber
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Giant Electro Wizard
Zap Electro Wizard Firecracker Zappies Freeze Electro Giant
Bomber Zap
Zap Firecracker Zappies Freeze Electro Wizard
Firecracker
Zap Electro Wizard Zappies Freeze
Zap Firecracker Zappies Electro Wizard
Freeze
Firecracker Electro Wizard
Bomber Zap Firecracker
Zap Electro Giant
Firecracker
Zap Electro Giant Firecracker Zappies Freeze Electro Wizard
Firecracker Zap Zappies Electro Wizard
Zap Firecracker Freeze Electro Giant Electro Wizard
Firecracker

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