My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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 Electro Wizard Inferno Dragon

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.

Knight Firecracker Golem Electro Wizard Inferno Dragon Sparky

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rage

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.

Knight Golem

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 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
Inferno Dragon Sparky
Giant Snowball
Inferno Dragon
Zap
Firecracker Inferno Dragon Sparky
Barbarian Barrel
Knight Firecracker Bomb Tower Electro Wizard Sparky
The Log
Firecracker Sparky
Earthquake
Firecracker Bomb Tower
Arrows
Firecracker
Royal Delivery
Knight Firecracker Electro Wizard Inferno Dragon Sparky
Fireball
Firecracker Bomb Tower Electro Wizard Inferno Dragon Sparky
Poison
Firecracker Bomb Tower Electro Wizard Sparky
Lightning
Knight Bomb Tower Electro Wizard Inferno Dragon Sparky
Rocket
Bomb Tower Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower 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.

Knight Rage Golem Inferno Dragon 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.

Rage Knight Firecracker Bomb Tower Electro Wizard Inferno Dragon Sparky Golem

Shortest cycle

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

12 Rage Knight Firecracker Bomb Tower

Attack Synergies 2 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.

Knight
Firecracker Electro Wizard Sparky
Firecracker
Knight Golem Inferno Dragon Sparky
Bomb Tower
Rage
Sparky Electro Wizard
Golem
Firecracker Electro Wizard Sparky
Electro Wizard
Knight Rage Golem Sparky
Inferno Dragon
Firecracker
Sparky
Rage Knight Firecracker Golem Electro Wizard

Defense Synergies 3 5

Knight
Firecracker Bomb Tower Electro Wizard Sparky
Firecracker
Knight Bomb Tower Electro Wizard
Bomb Tower
Knight Firecracker Electro Wizard
Rage
Golem
Electro Wizard
Knight Firecracker Bomb Tower Inferno Dragon
Inferno Dragon
Electro Wizard
Sparky
Knight

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.

Knight Firecracker Electro Wizard Sparky
Bomb Tower Inferno Dragon Sparky Knight Firecracker Electro Wizard
Bomb Tower Sparky Knight Electro Wizard Inferno Dragon
Bomb Tower Inferno Dragon Sparky Knight Firecracker Electro Wizard
Firecracker Bomb Tower Sparky
Firecracker Bomb Tower Electro Wizard
Electro Wizard Inferno Dragon Firecracker Bomb Tower
Bomb Tower Electro Wizard Sparky
Inferno Dragon Sparky Bomb Tower
Knight Firecracker Electro Wizard Sparky
Electro Wizard Knight Firecracker Bomb Tower
Inferno Dragon Firecracker Electro Wizard
Bomb Tower Sparky Knight Electro Wizard
Bomb Tower Sparky Firecracker Electro Wizard
Inferno Dragon Sparky Knight Bomb Tower Electro Wizard
Bomb Tower Electro Wizard Inferno Dragon Sparky
Bomb Tower Sparky Knight Firecracker Electro Wizard
Bomb Tower Knight Firecracker Electro Wizard
Bomb Tower Knight Firecracker Electro Wizard Inferno Dragon
Sparky Bomb Tower Electro Wizard Inferno Dragon
Knight Firecracker Bomb Tower Electro Wizard Sparky
Bomb Tower Inferno Dragon Sparky

Counters to secondary win conditions

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

Knight Electro Wizard Sparky
Electro Wizard Knight Firecracker Bomb Tower Inferno Dragon
Knight Bomb Tower Electro Wizard Sparky
Knight Electro Wizard Sparky
Knight Inferno Dragon Sparky
Firecracker Bomb Tower Electro Wizard
Sparky Knight Bomb Tower Electro Wizard
Knight Bomb Tower Inferno Dragon Sparky
Electro Wizard Knight Firecracker Bomb Tower Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Knight Bomb Tower Sparky
Electro Wizard
Knight Bomb Tower Sparky
Firecracker Bomb Tower Sparky
Electro Wizard Sparky Knight Firecracker Bomb Tower Inferno Dragon
Firecracker Bomb Tower Electro Wizard Inferno Dragon Sparky
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.)

Knight Firecracker Sparky
Firecracker Electro Wizard
Sparky
Knight Firecracker Sparky
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker
Firecracker
Electro Wizard Sparky
Firecracker Knight Electro Wizard Sparky
Firecracker
Knight Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Sparky
Firecracker Sparky
Sparky
Sparky
Firecracker Electro Wizard Sparky
Firecracker
Sparky
Sparky
Firecracker Sparky
Inferno Dragon
Firecracker Electro Wizard Sparky
Sparky
Firecracker Sparky
Firecracker Electro Wizard Sparky
Electro Wizard Firecracker
Sparky
Sparky
Firecracker Electro Wizard Sparky
Sparky
Firecracker Sparky
Electro Wizard
Firecracker Electro Wizard
Knight Firecracker Electro Wizard Sparky
Firecracker
Sparky
Firecracker Sparky
Firecracker Electro Wizard Sparky
Firecracker Electro Wizard
Firecracker Electro Wizard Sparky
Inferno Dragon Sparky
Firecracker Sparky

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