My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 1 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Electro Wizard Phoenix

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.

Rune Giant Cannon Cart Golem Electro Wizard Phoenix Sparky

Offensive cards

Win conditions

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

Rune Giant Golem

Damage spells

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

Void

Punishments

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

Cannon Cart

Pump responses

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

Void

Dropped at the bridge

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

Electro Spirit Rune Giant Cannon Cart Golem Phoenix

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 Golem 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
Cannon Cart Phoenix Sparky
Giant Snowball
Zap
Cannon Cart Sparky
Barbarian Barrel
Electro Spirit Cannon Cart Electro Wizard Sparky
The Log
Electro Spirit Cannon Cart Sparky
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Cannon Cart Electro Wizard Sparky
Fireball
Cannon Cart Electro Wizard Sparky
Poison
Electro Wizard Phoenix Sparky
Lightning
Cannon Cart Electro Wizard Phoenix Sparky
Rocket
Cannon Cart Phoenix Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Rune Giant Golem 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Void Rune Giant Electro Wizard Phoenix Cannon Cart Sparky Golem

Shortest cycle

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

12 Electro Spirit Void Rune Giant Electro Wizard

Attack Synergies 1 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.

Electro Spirit
Cannon Cart Golem Phoenix Sparky
Void
Rune Giant
Electro Wizard
Cannon Cart
Golem Electro Spirit Electro Wizard
Golem
Cannon Cart Electro Spirit Electro Wizard Sparky
Electro Wizard
Rune Giant Cannon Cart Golem Sparky
Phoenix
Electro Spirit
Sparky
Electro Spirit Golem Electro Wizard

Defense Synergies 0 3

Electro Spirit
Electro Wizard Phoenix
Void
Rune Giant
Cannon Cart
Electro Wizard
Golem
Electro Wizard
Electro Spirit Cannon Cart
Phoenix
Electro Spirit
Sparky

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 Cart Void Electro Wizard Sparky
Sparky Cannon Cart Electro Wizard Phoenix
Sparky Void Cannon Cart Electro Wizard
Sparky Cannon Cart Electro Wizard Phoenix
Sparky
Electro Spirit Cannon Cart Electro Wizard
Electro Wizard Electro Spirit Void Phoenix
Electro Spirit Void Cannon Cart Electro Wizard Phoenix Sparky
Sparky Phoenix
Cannon Cart Electro Wizard Phoenix Sparky
Electro Wizard Electro Spirit Cannon Cart
Electro Wizard Phoenix
Sparky Cannon Cart Electro Wizard
Sparky Electro Spirit Cannon Cart Electro Wizard
Sparky Cannon Cart Electro Wizard Phoenix
Electro Wizard Sparky
Sparky Cannon Cart Electro Wizard
Electro Spirit Cannon Cart Electro Wizard
Electro Spirit Cannon Cart Electro Wizard
Sparky Cannon Cart Electro Wizard Phoenix
Electro Spirit Cannon Cart Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Void Cannon Cart Electro Wizard Sparky
Void Electro Wizard Cannon Cart Phoenix
Cannon Cart Electro Wizard Sparky
Cannon Cart Electro Wizard Phoenix Sparky
Cannon Cart Phoenix Sparky
Electro Spirit Electro Wizard
Sparky Void Cannon Cart Electro Wizard Phoenix
Cannon Cart Phoenix Sparky
Void Electro Wizard Electro Spirit Cannon Cart Phoenix Sparky
Phoenix Sparky
Cannon Cart Phoenix Sparky
Void Electro Wizard Phoenix
Cannon Cart Sparky
Cannon Cart Sparky
Electro Wizard Phoenix Sparky Electro Spirit Cannon Cart
Electro Spirit Cannon Cart Electro Wizard Phoenix Sparky
Electro Spirit Void 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.)

Void Sparky
Void Electro Wizard
Void Cannon Cart Sparky
Cannon Cart Void Sparky
Sparky
Electro Spirit
Sparky
Void
Void Electro Wizard Sparky
Void Cannon Cart Electro Wizard Sparky
Void
Void Cannon Cart Sparky
Void Cannon Cart
Cannon Cart Sparky
Cannon Cart Sparky
Cannon Cart Sparky
Sparky
Sparky
Void Electro Wizard Sparky
Void
Void Sparky
Void
Void Sparky
Void Cannon Cart
Electro Spirit Sparky
Void Electro Wizard Sparky
Void Sparky
Void Sparky
Void Electro Wizard Sparky
Electro Wizard Electro Spirit Void
Void Sparky
Void Sparky
Void Electro Spirit Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Electro Spirit Void Cannon Cart
Electro Wizard
Void Cannon Cart Electro Wizard Sparky
Void Sparky
Cannon Cart Sparky
Electro Spirit Electro Wizard Sparky
Void Electro Wizard
Void Cannon Cart Electro Wizard Sparky
Cannon Cart Sparky
Void Sparky
Void

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