My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Inferno Tower Electro Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Firecracker Electro Wizard Inferno Dragon

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.

Zap

Pump responses

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

Missing

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
Skeletons Bats Skeleton Army Inferno Dragon
Giant Snowball
Skeletons Bats Skeleton Army Inferno Dragon
Zap
Skeletons Bats Firecracker Inferno Tower Skeleton Army Inferno Dragon
Barbarian Barrel
Skeletons Firecracker Inferno Tower Skeleton Army Electro Wizard
The Log
Skeletons Firecracker Skeleton Army
Earthquake
Skeletons Firecracker Inferno Tower Skeleton Army
Arrows
Skeletons Bats Firecracker Skeleton Army
Royal Delivery
Skeletons Bats Firecracker Skeleton Army Electro Wizard Inferno Dragon
Fireball
Firecracker Inferno Tower Skeleton Army Electro Wizard Inferno Dragon
Poison
Bats Firecracker Inferno Tower Skeleton Army Electro Wizard
Lightning
Inferno Tower Electro Wizard Inferno Dragon
Rocket
Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Bats Inferno Tower Skeleton Army Inferno Dragon

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.

Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Firecracker Skeleton Army Electro Wizard Inferno Dragon Inferno Tower

Shortest cycle

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

8 Skeletons Bats Zap Firecracker

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.

Skeletons
Bats
Zap Firecracker Inferno Dragon
Zap
Firecracker Electro Wizard Bats
Firecracker
Zap Bats Inferno Dragon
Inferno Tower
Skeleton Army
Electro Wizard
Zap
Inferno Dragon
Bats Firecracker

Defense Synergies 3 21

Skeletons
Bats Zap Firecracker Inferno Tower Electro Wizard Inferno Dragon
Bats
Skeletons Zap Firecracker Inferno Tower Electro Wizard Inferno Dragon
Zap
Electro Wizard Skeletons Bats Firecracker Inferno Tower Skeleton Army Inferno Dragon
Firecracker
Skeletons Bats Zap Inferno Tower Skeleton Army Electro Wizard
Inferno Tower
Skeleton Army Electro Wizard Skeletons Bats Zap Firecracker
Skeleton Army
Inferno Tower Zap Firecracker Electro Wizard Inferno Dragon
Electro Wizard
Zap Inferno Tower Skeletons Bats Firecracker Skeleton Army Inferno Dragon
Inferno Dragon
Skeletons Bats Zap Skeleton Army Electro Wizard

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.

Zap Firecracker Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Inferno Dragon Skeletons Bats Zap Firecracker Electro Wizard
Inferno Tower Skeleton Army Skeletons Bats Electro Wizard Inferno Dragon
Inferno Tower Skeleton Army Inferno Dragon Skeletons Bats Firecracker Electro Wizard
Firecracker Skeleton Army
Skeleton Army Skeletons Bats Zap Firecracker Electro Wizard
Bats Inferno Tower Electro Wizard Inferno Dragon Zap Firecracker
Zap Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon Skeletons Skeleton Army
Skeleton Army Skeletons Firecracker Inferno Tower Electro Wizard
Bats Skeleton Army Electro Wizard Skeletons Zap Firecracker
Inferno Tower Inferno Dragon Bats Zap Firecracker Electro Wizard
Inferno Tower Skeleton Army Skeletons Bats Zap Electro Wizard
Skeleton Army Bats Zap Firecracker Electro Wizard
Inferno Tower Skeleton Army Inferno Dragon Electro Wizard
Inferno Tower Skeleton Army Zap Electro Wizard Inferno Dragon
Skeletons Bats Firecracker Inferno Tower Skeleton Army Electro Wizard
Bats Zap Firecracker Skeleton Army Electro Wizard
Zap Bats Firecracker Electro Wizard Inferno Dragon
Inferno Tower Electro Wizard Inferno Dragon
Skeleton Army Bats Firecracker Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Skeletons Zap Inferno Tower Electro Wizard
Electro Wizard Zap Firecracker Inferno Dragon
Skeleton Army Skeletons Bats Zap Inferno Tower Electro Wizard
Skeleton Army Bats Zap Inferno Tower Electro Wizard
Inferno Tower Skeletons Skeleton Army Inferno Dragon
Firecracker Skeletons Bats Zap Electro Wizard
Skeleton Army Skeletons Bats Inferno Tower Electro Wizard
Inferno Tower Skeleton Army Inferno Dragon
Zap Electro Wizard Skeletons Bats Firecracker Inferno Tower Skeleton Army Inferno Dragon
Inferno Tower Skeletons Skeleton Army Inferno Dragon
Inferno Dragon Bats Inferno Tower
Skeleton Army Zap Electro Wizard
Skeleton Army Skeletons Inferno Tower
Firecracker Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Skeletons Bats Zap Firecracker Inferno Dragon
Bats Zap Firecracker Inferno Tower Electro Wizard Inferno Dragon

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
Firecracker Zap Electro Wizard
Firecracker
Zap Firecracker
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Bats
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Inferno Dragon
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Bats Zap Firecracker Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Bats Skeleton Army
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Bats Firecracker Electro Wizard
Firecracker Bats Zap Electro Wizard
Zap Firecracker Electro Wizard

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