My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Bomber Knight Firecracker Royal Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Earthquake

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker Earthquake

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.

Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Knight Cannon Firecracker Earthquake Electro Wizard Royal Giant

Shortest cycle

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

10 Bomber Zap Knight Cannon

Attack Synergies 7 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.

Bomber
Royal Giant Zap Knight
Zap
Firecracker Earthquake Electro Wizard Bomber Knight Royal Giant
Knight
Firecracker Bomber Zap Earthquake Electro Wizard
Cannon
Firecracker
Zap Knight Royal Giant Earthquake
Royal Giant
Bomber Firecracker Earthquake Zap Electro Wizard
Earthquake
Zap Royal Giant Knight Firecracker
Electro Wizard
Zap Knight Royal Giant

Defense Synergies 6 12

Bomber
Knight Zap Cannon Electro Wizard
Zap
Cannon Electro Wizard Bomber Knight Firecracker Earthquake
Knight
Bomber Cannon Firecracker Electro Wizard Zap Earthquake
Cannon
Zap Knight Bomber Firecracker Earthquake Electro Wizard
Firecracker
Knight Zap Cannon Earthquake Electro Wizard
Royal Giant
Earthquake
Zap Knight Cannon Firecracker
Electro Wizard
Zap Knight Bomber Cannon Firecracker

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.

Earthquake Bomber Zap Knight Cannon Firecracker Electro Wizard
Zap Knight Cannon Firecracker Electro Wizard
Cannon Bomber Knight Electro Wizard
Cannon Knight Firecracker Electro Wizard
Bomber Firecracker Earthquake
Bomber Zap Cannon Firecracker Earthquake Electro Wizard
Electro Wizard Zap Cannon Firecracker
Earthquake Zap Cannon Electro Wizard
Cannon
Knight Bomber Cannon Firecracker Electro Wizard
Electro Wizard Bomber Zap Knight Cannon Firecracker Earthquake
Zap Firecracker Electro Wizard
Cannon Bomber Zap Knight Earthquake Electro Wizard
Bomber Zap Cannon Firecracker Earthquake Electro Wizard
Knight Cannon Electro Wizard
Zap Cannon Electro Wizard
Bomber Knight Cannon Firecracker Electro Wizard
Cannon Bomber Zap Knight Firecracker Electro Wizard
Zap Earthquake Bomber Knight Cannon Firecracker Electro Wizard
Cannon Electro Wizard
Bomber Knight Cannon Firecracker Earthquake Electro Wizard
Cannon

Counters to secondary win conditions

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

Knight Zap Electro Wizard
Electro Wizard Bomber Zap Knight Firecracker
Zap Knight Electro Wizard
Zap Knight Electro Wizard
Knight Cannon
Firecracker Zap Electro Wizard
Knight Electro Wizard
Knight
Zap Electro Wizard Knight Firecracker
Cannon
Knight
Zap Electro Wizard
Knight Cannon
Bomber Cannon Firecracker
Electro Wizard Bomber Zap Knight Firecracker
Bomber Zap Cannon Firecracker Earthquake Electro Wizard
Bomber Zap Cannon 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.)

Earthquake Knight Firecracker
Firecracker Zap Electro Wizard
Earthquake
Earthquake Knight Firecracker
Bomber Zap Firecracker Earthquake
Firecracker Zap
Bomber Firecracker Earthquake
Earthquake Zap Firecracker
Zap Firecracker
Electro Wizard
Firecracker Zap Knight Earthquake Electro Wizard
Zap Firecracker
Earthquake Knight Firecracker
Earthquake Firecracker
Earthquake Zap Firecracker
Earthquake Bomber Zap Firecracker
Earthquake Firecracker
Earthquake
Bomber
Bomber Zap Firecracker Earthquake Electro Wizard
Bomber Zap Firecracker Earthquake
Earthquake
Earthquake Zap
Zap Firecracker Earthquake Bomber
Firecracker Zap Earthquake Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Bomber Zap Earthquake
Zap Firecracker Electro Wizard
Firecracker Earthquake
Zap Earthquake Electro Wizard
Zap Firecracker Electro Wizard
Knight Firecracker Electro Wizard
Bomber Zap Firecracker Earthquake
Zap
Firecracker
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker

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