My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Inferno Dragon

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.

Firecracker Electro Giant Electro Wizard Inferno Dragon Monk

Offensive cards

Win conditions

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

Electro Giant

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.

Electro Giant

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.

Battle Healer 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 Electro Wizard Goblin Machine Monk

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
Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Firecracker Inferno Dragon
Barbarian Barrel
Firecracker Electro Wizard
The Log
Firecracker
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Healer Electro Wizard Inferno Dragon
Fireball
Firecracker Battle Healer Electro Wizard Inferno Dragon
Poison
Firecracker Battle Healer Electro Wizard
Lightning
Battle Healer Electro Wizard Inferno Dragon Monk
Rocket
Battle Healer Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant Goblin Machine

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.

Battle Healer Electro Giant Inferno Dragon Goblin Machine

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.

Firecracker Void Battle Healer Electro Wizard Inferno Dragon Goblin Machine Monk Electro Giant

Shortest cycle

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

14 Firecracker Void Battle Healer Electro Wizard

Attack Synergies 1 6

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.

Firecracker
Battle Healer Inferno Dragon Monk
Battle Healer
Inferno Dragon Firecracker Electro Wizard
Void
Electro Giant
Electro Giant
Void Inferno Dragon
Electro Wizard
Battle Healer
Inferno Dragon
Battle Healer Firecracker Electro Giant
Goblin Machine
Monk
Firecracker

Defense Synergies 1 5

Firecracker
Battle Healer Electro Wizard
Battle Healer
Inferno Dragon Firecracker Electro Wizard
Void
Electro Giant
Inferno Dragon
Electro Wizard
Firecracker Battle Healer Inferno Dragon
Inferno Dragon
Battle Healer Electro Giant Electro Wizard
Goblin Machine
Monk

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.

Firecracker Void Electro Wizard
Inferno Dragon Firecracker Battle Healer Electro Wizard Monk
Void Electro Wizard Inferno Dragon
Inferno Dragon Firecracker Electro Wizard Monk
Firecracker Battle Healer Monk
Firecracker Electro Wizard
Electro Wizard Inferno Dragon Firecracker Void
Battle Healer Void Electro Giant Electro Wizard Monk
Inferno Dragon
Firecracker Battle Healer Electro Wizard
Electro Wizard Firecracker Electro Giant
Inferno Dragon Firecracker Electro Wizard
Battle Healer Electro Wizard
Firecracker Electro Wizard
Inferno Dragon Electro Wizard
Monk Electro Giant Electro Wizard Inferno Dragon
Firecracker Electro Wizard
Firecracker Battle Healer Electro Wizard
Firecracker Battle Healer Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Firecracker Battle Healer Electro Giant Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Battle Healer Void Electro Giant Electro Wizard
Void Electro Wizard Firecracker Battle Healer Inferno Dragon Monk
Battle Healer Electro Wizard
Battle Healer Electro Wizard Monk
Battle Healer Inferno Dragon
Firecracker Electro Giant Electro Wizard Monk
Battle Healer Void Electro Wizard
Battle Healer Inferno Dragon
Void Electro Wizard Firecracker Inferno Dragon Monk
Inferno Dragon
Inferno Dragon
Monk Void Electro Giant Electro Wizard
Firecracker Electro Giant
Electro Giant Electro Wizard Firecracker Battle Healer Inferno Dragon Monk
Firecracker Battle Healer Electro Giant Electro Wizard Inferno Dragon
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 Firecracker Monk
Firecracker Void Monk Electro Wizard
Void
Firecracker Void
Firecracker
Firecracker Electro Giant Goblin Machine Monk
Firecracker
Firecracker
Void Monk Firecracker
Void Electro Wizard
Firecracker Void Monk Electro Wizard Goblin Machine
Void Monk Firecracker
Firecracker Void
Firecracker Void Monk
Firecracker
Firecracker
Firecracker
Monk
Void Firecracker Electro Wizard Goblin Machine Monk
Firecracker Void Electro Giant Goblin Machine Monk
Void Monk
Void
Void Monk
Void Monk
Firecracker Electro Giant Goblin Machine
Inferno Dragon
Firecracker Void Electro Wizard Monk
Void Monk
Void Firecracker
Firecracker Void Electro Giant Electro Wizard
Electro Wizard Firecracker Void Electro Giant
Void
Void
Void Firecracker Electro Wizard Monk
Firecracker Monk
Electro Wizard Void
Firecracker Electro Wizard Monk
Void Firecracker Electro Wizard
Firecracker
Void Monk Electro Giant
Firecracker
Electro Giant Firecracker Electro Wizard
Firecracker Void Electro Wizard
Void Firecracker Electro Giant Electro Wizard Monk
Inferno Dragon
Firecracker Void Monk
Void

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