My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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!
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!
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 Dark Prince Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon Miner

Damage spells

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

Missing

Punishments

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

Dark Prince Balloon Miner

Pump responses

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

Miner

Dropped at the bridge

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

Dark Prince Balloon

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 Dark Prince Balloon Miner Electro Wizard Goblin Machine

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 Balloon Miner
Giant Snowball
Guards Balloon Miner
Zap
Firecracker Guards Dark Prince Balloon
Barbarian Barrel
Firecracker Wizard Guards Dark Prince Electro Wizard
The Log
Firecracker Guards Dark Prince
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Wizard Guards Dark Prince Balloon Miner Electro Wizard
Fireball
Firecracker Wizard Balloon Electro Wizard
Poison
Firecracker Wizard Guards Balloon Electro Wizard
Lightning
Wizard Dark Prince Balloon Electro Wizard
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Dark Prince 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.

Guards Dark Prince Miner 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.

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 Miner Dark Prince Electro Wizard Wizard Balloon Goblin Machine

Shortest cycle

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

13 Firecracker Guards Miner Dark Prince

Attack Synergies 3 10

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
Miner Dark Prince Balloon
Wizard
Dark Prince Balloon Miner
Guards
Miner
Dark Prince
Firecracker Wizard Balloon Miner Electro Wizard
Balloon
Miner Firecracker Wizard Dark Prince Electro Wizard
Miner
Firecracker Guards Balloon Wizard Dark Prince Electro Wizard
Electro Wizard
Dark Prince Balloon Miner
Goblin Machine

Defense Synergies 0 8

Firecracker
Guards Dark Prince Electro Wizard
Wizard
Guards Dark Prince Electro Wizard
Guards
Firecracker Wizard Electro Wizard
Dark Prince
Firecracker Wizard Electro Wizard
Balloon
Miner
Electro Wizard
Firecracker Wizard Guards Dark Prince
Goblin Machine

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 Wizard Electro Wizard
Firecracker Dark Prince Electro Wizard
Dark Prince Electro Wizard
Firecracker Guards Dark Prince Electro Wizard
Firecracker Dark Prince
Firecracker Guards Dark Prince Electro Wizard
Electro Wizard Firecracker Wizard
Electro Wizard
Guards Firecracker Dark Prince Miner Electro Wizard
Guards Electro Wizard Firecracker Wizard Dark Prince
Firecracker Wizard Electro Wizard
Wizard Guards Dark Prince Electro Wizard
Wizard Firecracker Guards Dark Prince Electro Wizard
Electro Wizard
Electro Wizard
Wizard Firecracker Dark Prince Electro Wizard
Firecracker Wizard Guards Dark Prince Electro Wizard
Wizard Firecracker Guards Dark Prince Electro Wizard
Electro Wizard
Wizard Dark Prince Firecracker Guards Electro Wizard
Guards

Counters to secondary win conditions

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

Guards Dark Prince Electro Wizard
Electro Wizard Firecracker Wizard Miner
Guards Dark Prince Electro Wizard
Guards Dark Prince Electro Wizard
Guards Dark Prince
Firecracker Wizard Electro Wizard
Guards Dark Prince Electro Wizard
Dark Prince
Electro Wizard Firecracker Dark Prince
Guards
Guards Dark Prince
Guards Dark Prince Electro Wizard
Dark Prince Wizard Guards
Wizard Firecracker
Guards Electro Wizard Firecracker Dark Prince
Firecracker Wizard Dark Prince Electro Wizard
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 Guards
Firecracker Miner Electro Wizard
Miner
Firecracker Guards Dark Prince
Wizard Firecracker Dark Prince
Firecracker Wizard Goblin Machine
Firecracker Wizard
Firecracker Wizard
Miner Firecracker Wizard
Guards Electro Wizard
Firecracker Miner Wizard Dark Prince Electro Wizard Goblin Machine
Firecracker Wizard
Firecracker Miner
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Dark Prince Electro Wizard Goblin Machine
Firecracker Wizard Miner Goblin Machine
Wizard
Firecracker Wizard Dark Prince Goblin Machine
Firecracker Miner Wizard Electro Wizard
Wizard Miner
Miner Firecracker
Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard Guards
Wizard Miner
Firecracker Electro Wizard
Firecracker Wizard
Electro Wizard Guards Dark Prince
Firecracker Wizard Electro Wizard
Miner Firecracker Wizard Dark Prince Electro Wizard
Firecracker Wizard
Firecracker Dark Prince
Firecracker Guards Electro Wizard
Firecracker Electro Wizard
Firecracker Dark Prince Miner Electro Wizard
Firecracker Wizard

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