My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard

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 Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Royal Hogs

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 Golden Knight

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.

Electro Spirit Royal Hogs

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 Royal Hogs Electro Wizard Golden Knight

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
Royal Hogs
Giant Snowball
Royal Hogs
Zap
Firecracker Royal Hogs
Barbarian Barrel
Electro Spirit Firecracker Bomb Tower Royal Hogs Electro Wizard
The Log
Electro Spirit Firecracker Royal Hogs
Earthquake
Firecracker Bomb Tower Royal Hogs
Arrows
Electro Spirit Firecracker Royal Hogs
Royal Delivery
Electro Spirit Firecracker Royal Hogs Electro Wizard
Fireball
Firecracker Bomb Tower Royal Hogs Electro Wizard
Poison
Firecracker Bomb Tower Royal Hogs Electro Wizard
Lightning
Bomb Tower Electro Wizard
Rocket
Bomb Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Bomb Tower Freeze

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 Freeze

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Firecracker Bomb Tower Freeze Electro Wizard Golden Knight Royal Hogs

Shortest cycle

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

10 Electro Spirit Zap Firecracker Bomb Tower

Attack Synergies 2 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
Zap
Zap
Firecracker Electro Wizard Electro Spirit Royal Hogs Freeze
Firecracker
Zap Royal Hogs
Bomb Tower
Royal Hogs
Zap Firecracker Electro Wizard
Freeze
Zap
Electro Wizard
Zap Royal Hogs
Golden Knight

Defense Synergies 2 10

Electro Spirit
Zap Electro Wizard Golden Knight
Zap
Bomb Tower Electro Wizard Electro Spirit Firecracker Golden Knight
Firecracker
Zap Bomb Tower Electro Wizard Golden Knight
Bomb Tower
Zap Firecracker Electro Wizard
Royal Hogs
Freeze
Electro Wizard
Electro Wizard
Zap Electro Spirit Firecracker Bomb Tower Freeze
Golden Knight
Electro Spirit Zap 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.

Zap Firecracker Electro Wizard Golden Knight
Bomb Tower Zap Firecracker Electro Wizard
Bomb Tower Freeze Electro Wizard
Bomb Tower Firecracker Electro Wizard
Firecracker Bomb Tower
Freeze Electro Spirit Zap Firecracker Bomb Tower Electro Wizard
Electro Wizard Electro Spirit Zap Firecracker Bomb Tower Freeze
Electro Spirit Zap Bomb Tower Electro Wizard Golden Knight
Bomb Tower
Firecracker Electro Wizard
Electro Wizard Electro Spirit Zap Firecracker Bomb Tower Freeze
Zap Firecracker Electro Wizard
Bomb Tower Zap Freeze Electro Wizard
Bomb Tower Electro Spirit Zap Firecracker Freeze Electro Wizard Golden Knight
Bomb Tower Electro Wizard
Bomb Tower Zap Freeze Electro Wizard
Bomb Tower Firecracker Electro Wizard
Bomb Tower Electro Spirit Zap Firecracker Electro Wizard Golden Knight
Zap Bomb Tower Freeze Electro Spirit Firecracker Electro Wizard
Bomb Tower Electro Wizard
Electro Spirit Firecracker Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Zap Electro Wizard
Electro Wizard Zap Firecracker Bomb Tower
Zap Bomb Tower Electro Wizard Golden Knight
Zap Electro Wizard
Firecracker Electro Spirit Zap Bomb Tower Freeze Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower
Zap Freeze Electro Wizard Electro Spirit Firecracker Bomb Tower
Bomb Tower Golden Knight
Zap Electro Wizard
Bomb Tower Golden Knight
Firecracker Bomb Tower
Electro Wizard Electro Spirit Zap Firecracker Bomb Tower Freeze Golden Knight
Electro Spirit Zap Firecracker Bomb Tower Freeze Electro Wizard Golden Knight
Electro Spirit Zap Bomb Tower 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 Golden Knight
Firecracker Zap Electro Wizard Golden Knight
Firecracker Freeze
Zap Firecracker
Firecracker Electro Spirit Zap Freeze
Firecracker
Zap Firecracker Freeze
Zap Firecracker Golden Knight
Electro Wizard
Firecracker Zap Electro Wizard Golden Knight
Zap Firecracker
Firecracker Golden Knight
Firecracker Freeze
Zap Firecracker
Zap Firecracker Golden Knight
Firecracker
Freeze
Zap Firecracker Electro Wizard
Zap Firecracker Golden Knight
Zap
Zap Firecracker Freeze Electro Spirit
Firecracker Zap Electro Wizard Golden Knight
Zap Golden Knight
Zap Firecracker Golden Knight
Zap Firecracker Electro Wizard
Zap Electro Wizard Electro Spirit Firecracker Freeze
Zap
Zap Electro Spirit Firecracker Freeze Electro Wizard
Firecracker
Zap Electro Wizard Electro Spirit Freeze
Zap Firecracker Electro Wizard
Freeze
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Electro Spirit Firecracker Freeze Electro Wizard Golden Knight
Firecracker Zap Electro Wizard
Zap Firecracker Freeze Electro Wizard Golden Knight
Firecracker

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