My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Wizard Electro Wizard

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 Wizard Electro Wizard Goblinstein

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.

Fireball Tornado Freeze

Pump responses

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

Fireball

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
Guards
Giant Snowball
Guards
Zap
Firecracker Guards
Barbarian Barrel
Firecracker Wizard Guards Electro Wizard
The Log
Firecracker Guards
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Wizard Guards Electro Wizard
Fireball
Firecracker Wizard Electro Wizard
Poison
Firecracker Wizard Guards Electro Wizard
Lightning
Wizard Electro Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Wizard Tornado 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.

Guards Tornado Freeze

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.

Fireball

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.

Fireball Wizard 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 Guards Tornado Fireball Freeze Electro Wizard Wizard Goblinstein

Shortest cycle

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

13 Firecracker Guards Tornado Fireball

Attack Synergies 2 4

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
Tornado
Fireball
Tornado Freeze Electro Wizard
Wizard
Tornado
Guards
Tornado
Fireball Wizard Firecracker Freeze
Freeze
Fireball Tornado
Electro Wizard
Fireball
Goblinstein

Defense Synergies 2 11

Firecracker
Guards Tornado Electro Wizard
Fireball
Tornado Freeze Electro Wizard
Wizard
Tornado Guards Freeze Electro Wizard
Guards
Firecracker Wizard Electro Wizard
Tornado
Fireball Wizard Firecracker Electro Wizard
Freeze
Fireball Wizard Electro Wizard
Electro Wizard
Firecracker Fireball Wizard Guards Tornado Freeze
Goblinstein

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 Fireball Wizard Electro Wizard
Firecracker Electro Wizard
Tornado Freeze Electro Wizard
Firecracker Guards Electro Wizard
Firecracker Fireball Tornado
Fireball Tornado Freeze Firecracker Guards Electro Wizard
Tornado Electro Wizard Firecracker Fireball Wizard Freeze
Fireball Electro Wizard
Tornado
Guards Tornado Firecracker Electro Wizard
Guards Electro Wizard Firecracker Fireball Wizard Tornado Freeze
Firecracker Fireball Wizard Tornado Electro Wizard
Fireball Wizard Guards Freeze Electro Wizard
Fireball Wizard Firecracker Guards Tornado Freeze Electro Wizard
Electro Wizard
Tornado Fireball Freeze Electro Wizard
Wizard Firecracker Fireball Tornado Electro Wizard
Fireball Firecracker Wizard Guards Tornado Electro Wizard
Wizard Tornado Freeze Firecracker Fireball Guards Electro Wizard
Tornado Electro Wizard
Wizard Firecracker Fireball Guards Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Electro Wizard
Fireball Electro Wizard Firecracker Wizard
Guards Electro Wizard
Guards Fireball Tornado Electro Wizard
Guards
Firecracker Fireball Wizard Tornado Freeze Electro Wizard
Guards Fireball Electro Wizard
Freeze Electro Wizard Firecracker Fireball Tornado
Guards
Guards
Fireball Guards Tornado Electro Wizard
Fireball Wizard Guards
Wizard Firecracker Fireball
Guards Electro Wizard Firecracker Fireball Tornado Freeze
Firecracker Fireball Wizard Freeze Electro Wizard
Fireball 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.)

Fireball Firecracker Guards Freeze
Firecracker Fireball Tornado Electro Wizard
Fireball
Firecracker Fireball Guards Freeze
Fireball Wizard Firecracker
Firecracker Fireball Wizard Tornado Freeze
Firecracker Wizard Tornado
Fireball Firecracker Wizard Tornado Freeze
Fireball Firecracker Wizard Tornado
Fireball Guards Tornado Electro Wizard
Firecracker Fireball Wizard Tornado Electro Wizard
Fireball Firecracker Wizard Tornado
Firecracker Fireball
Firecracker Fireball Freeze
Firecracker Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball Tornado Freeze
Firecracker Fireball Wizard Electro Wizard
Firecracker Fireball Wizard Tornado
Fireball
Fireball Wizard Tornado
Tornado
Fireball
Firecracker Tornado Freeze Fireball Wizard
Firecracker Fireball Wizard Tornado Electro Wizard
Fireball Wizard Tornado
Fireball Firecracker Tornado
Firecracker Fireball Wizard Tornado Electro Wizard
Electro Wizard Firecracker Fireball Wizard Guards Freeze
Fireball
Fireball Wizard
Firecracker Fireball Freeze Electro Wizard
Firecracker Fireball Wizard
Electro Wizard Fireball Guards Freeze
Fireball Firecracker Wizard Tornado Electro Wizard
Freeze
Fireball
Fireball Firecracker Wizard Electro Wizard
Firecracker Fireball Wizard
Fireball Tornado
Firecracker
Firecracker Fireball Guards Tornado Freeze Electro Wizard
Firecracker Fireball Tornado Electro Wizard
Firecracker Fireball Tornado Freeze Electro Wizard
Fireball Firecracker Wizard

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