My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

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

Bomb Tower

Investments

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

Firecracker Dark Prince Mighty Miner

Offensive cards

Win conditions

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

Missing

Damage spells

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

Earthquake The Log

Punishments

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

Dark Prince

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.

Electro Spirit Dark Prince Mighty Miner

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.

Electro Spirit Firecracker Dark Prince Mighty Miner

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
Guards Dark Prince Mighty Miner
Giant Snowball
Guards Mighty Miner
Zap
Firecracker Guards Dark Prince Mighty Miner
Barbarian Barrel
Electro Spirit Firecracker Bomb Tower Guards Dark Prince
The Log
Electro Spirit Firecracker Guards Dark Prince
Earthquake
Firecracker Bomb Tower Guards
Arrows
Electro Spirit Firecracker Guards
Royal Delivery
Electro Spirit Firecracker Guards Dark Prince
Fireball
Firecracker Bomb Tower Mighty Miner
Poison
Firecracker Bomb Tower Guards
Lightning
Bomb Tower Dark Prince Mighty Miner
Rocket
Bomb Tower Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Earthquake Bomb Tower Dark Prince The Log

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.

Electro Spirit Guards Dark Prince Mighty Miner

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Firecracker Earthquake Guards Bomb Tower Dark Prince Mighty Miner

Shortest cycle

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

9 Electro Spirit The Log Firecracker Earthquake

Attack Synergies 0 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.

Electro Spirit
Firecracker
Earthquake Dark Prince
Earthquake
Firecracker Dark Prince The Log
Bomb Tower
Guards
The Log
Dark Prince
Firecracker Earthquake
The Log
Earthquake Guards
Mighty Miner

Defense Synergies 2 10

Electro Spirit
Dark Prince The Log
Firecracker
The Log Earthquake Bomb Tower Guards Dark Prince
Earthquake
Firecracker Bomb Tower The Log
Bomb Tower
The Log Firecracker Earthquake
Guards
Firecracker The Log
Dark Prince
Electro Spirit Firecracker The Log
The Log
Firecracker Bomb Tower Electro Spirit Earthquake Guards Dark Prince
Mighty Miner

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 Firecracker The Log
Bomb Tower Firecracker Dark Prince The Log
Bomb Tower Dark Prince
Bomb Tower Firecracker Guards Dark Prince
Firecracker Earthquake Bomb Tower Dark Prince The Log
The Log Electro Spirit Firecracker Earthquake Bomb Tower Guards Dark Prince
Electro Spirit Firecracker Bomb Tower
Earthquake Electro Spirit Bomb Tower The Log
Mighty Miner Bomb Tower
Guards Firecracker Dark Prince
Guards Electro Spirit Firecracker Earthquake Bomb Tower Dark Prince The Log
Firecracker
Bomb Tower Earthquake Guards Dark Prince The Log
Bomb Tower Electro Spirit Firecracker Earthquake Guards Dark Prince The Log
Bomb Tower
Bomb Tower The Log
Bomb Tower Firecracker Dark Prince
Bomb Tower Electro Spirit Firecracker Guards Dark Prince The Log
Earthquake Bomb Tower The Log Electro Spirit Firecracker Guards Dark Prince
Bomb Tower
Dark Prince Electro Spirit Firecracker Earthquake Bomb Tower Guards The Log
Bomb Tower Mighty Miner

Counters to secondary win conditions

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

Guards Dark Prince
Firecracker Bomb Tower The Log
Guards Bomb Tower Dark Prince The Log
Guards Dark Prince The Log
Guards Dark Prince Mighty Miner
Firecracker Electro Spirit Bomb Tower
Guards Dark Prince Bomb Tower
Mighty Miner Bomb Tower Dark Prince
Electro Spirit Firecracker Bomb Tower Dark Prince The Log
Guards
Bomb Tower Guards Dark Prince
Guards Dark Prince The Log
Dark Prince Bomb Tower Guards
Firecracker Bomb Tower
Guards Electro Spirit Firecracker Bomb Tower Dark Prince The Log Mighty Miner
Electro Spirit Firecracker Earthquake Bomb Tower Dark Prince The Log Mighty Miner
Electro Spirit Bomb Tower

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 Firecracker Guards The Log
Firecracker The Log
Earthquake The Log
Earthquake Firecracker Guards Dark Prince The Log
Firecracker Earthquake Dark Prince The Log
Firecracker Electro Spirit
Firecracker Earthquake The Log
Earthquake The Log Firecracker
The Log Firecracker
Guards
Firecracker Earthquake Dark Prince The Log
Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake Dark Prince The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Electro Spirit Dark Prince
Firecracker The Log Earthquake
The Log
Firecracker The Log
Firecracker
Electro Spirit Firecracker Guards
Earthquake The Log
Electro Spirit Firecracker
Mighty Miner
Firecracker Earthquake The Log
Earthquake Electro Spirit Guards Dark Prince
Firecracker
The Log
Firecracker Dark Prince
The Log Firecracker Earthquake
Firecracker Dark Prince
Electro Spirit Firecracker Guards The Log
Firecracker
Firecracker Dark Prince The Log
Firecracker

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