My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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 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 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!
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 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.

Minions Firecracker Minion Horde Mega Minion Zappies 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 Mega Minion Zappies Electro Wizard Lava Hound Skeleton King

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Missing

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.

Minion Horde Lava Hound Skeleton King

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
Minions Minion Horde Lava Hound Skeleton King
Giant Snowball
Minions Minion Horde Mega Minion Zappies Lava Hound Skeleton King
Zap
Minions Firecracker Minion Horde Zappies Lava Hound Skeleton King
Barbarian Barrel
Firecracker Zappies Electro Wizard Skeleton King
The Log
Firecracker Zappies Skeleton King
Earthquake
Firecracker Zappies Skeleton King
Arrows
Minions Firecracker Minion Horde Zappies Lava Hound Skeleton King
Royal Delivery
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard Lava Hound Skeleton King
Fireball
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard Lava Hound Skeleton King
Poison
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard Lava Hound Skeleton King
Lightning
Mega Minion Electro Wizard Skeleton King
Rocket
Minion Horde Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Skeleton King

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.

Mega Minion

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.

Minions Minion Horde Electro Wizard Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Firecracker Mega Minion Zappies Electro Wizard Skeleton King Minion Horde Lava Hound

Shortest cycle

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

13 Minions Firecracker Mega Minion Zappies

Attack Synergies 3 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.

Minions
Lava Hound Firecracker Skeleton King
Firecracker
Minions Mega Minion Zappies Lava Hound
Minion Horde
Lava Hound
Mega Minion
Lava Hound Firecracker
Zappies
Firecracker Lava Hound
Electro Wizard
Lava Hound
Minions Minion Horde Mega Minion Firecracker Zappies
Skeleton King
Minions

Defense Synergies 0 10

Minions
Firecracker Zappies Electro Wizard
Firecracker
Minions Mega Minion Zappies Electro Wizard
Minion Horde
Mega Minion
Firecracker Zappies Electro Wizard
Zappies
Minions Firecracker Mega Minion Electro Wizard Skeleton King
Electro Wizard
Minions Firecracker Mega Minion Zappies
Lava Hound
Skeleton King
Zappies

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.

Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard
Minion Horde Minions Firecracker Mega Minion Zappies Electro Wizard
Minion Horde Minions Mega Minion Zappies Electro Wizard
Minion Horde Minions Firecracker Mega Minion Zappies Electro Wizard Skeleton King
Firecracker
Minions Firecracker Mega Minion Zappies Electro Wizard
Minions Minion Horde Mega Minion Electro Wizard Firecracker Zappies
Electro Wizard
Minion Horde Zappies Minions Skeleton King
Firecracker Minion Horde Zappies Electro Wizard
Minions Minion Horde Electro Wizard Firecracker Mega Minion Zappies Skeleton King
Minions Minion Horde Mega Minion Firecracker Zappies Electro Wizard
Minion Horde Minions Zappies Electro Wizard
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard Skeleton King
Minion Horde Zappies Electro Wizard Skeleton King
Minion Horde Zappies Electro Wizard
Minion Horde Minions Firecracker Zappies Electro Wizard
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard
Minions Firecracker Mega Minion Zappies Electro Wizard
Zappies Electro Wizard
Minions Firecracker Minion Horde Zappies Electro Wizard
Zappies

Counters to secondary win conditions

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

Zappies Electro Wizard
Electro Wizard Firecracker Mega Minion
Zappies Minions Minion Horde Electro Wizard
Minion Horde Zappies Electro Wizard
Minion Horde Zappies
Firecracker Minions Minion Horde Zappies Electro Wizard
Minions Minion Horde Mega Minion Zappies Electro Wizard
Minion Horde Zappies
Minion Horde Electro Wizard Minions Firecracker Mega Minion Zappies
Minion Horde Mega Minion Zappies
Minions Minion Horde Mega Minion Zappies
Electro Wizard
Minion Horde Zappies Skeleton King
Firecracker Minion Horde Zappies
Zappies Electro Wizard Minions Firecracker Minion Horde Mega Minion Skeleton King
Minions Firecracker Minion Horde Mega Minion Zappies Electro Wizard Skeleton King
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 Minion Horde
Firecracker Electro Wizard
Minion Horde
Firecracker
Firecracker Minion Horde
Firecracker Minions Minion Horde Mega Minion
Firecracker Minion Horde
Firecracker
Firecracker
Minions Minion Horde Electro Wizard
Firecracker Minion Horde Electro Wizard
Firecracker
Firecracker
Minions Firecracker Minion Horde
Firecracker
Firecracker Minion Horde
Firecracker Minion Horde
Minions Minion Horde
Firecracker Mega Minion Electro Wizard
Firecracker
Minions Minion Horde
Minion Horde
Firecracker
Minion Horde Mega Minion
Firecracker Electro Wizard
Firecracker
Firecracker Minion Horde Electro Wizard
Electro Wizard Minions Firecracker Minion Horde Mega Minion Zappies
Minion Horde Mega Minion
Minion Horde
Firecracker Minion Horde Zappies Electro Wizard
Minion Horde
Firecracker
Minion Horde Electro Wizard Minions Zappies
Firecracker Mega Minion Zappies Electro Wizard
Firecracker Minion Horde Mega Minion Electro Wizard
Firecracker Skeleton King
Firecracker Minion Horde Mega Minion
Minions Firecracker Minion Horde Zappies Electro Wizard Skeleton King
Firecracker Zappies Electro Wizard
Firecracker Electro Wizard
Firecracker

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