My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions 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.

Skeletons Bats Wizard Prince Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap

Punishments

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

Prince Electro Giant

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.

Prince Electro Giant

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.

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 Minions Prince
Giant Snowball
Skeletons Bats Minions
Zap
Skeletons Bats Minions Prince
Barbarian Barrel
Skeletons Wizard Electro Wizard
The Log
Skeletons Prince
Earthquake
Skeletons
Arrows
Skeletons Bats Minions
Royal Delivery
Skeletons Bats Minions Wizard Prince Electro Wizard
Fireball
Minions Wizard Electro Wizard
Poison
Bats Minions Wizard Electro Wizard
Lightning
Wizard Prince Electro Wizard
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Giant

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.

Bats Prince Electro Giant

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 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.

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 Minions Electro Wizard Wizard Prince Electro Giant

Shortest cycle

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

8 Skeletons Bats Zap Minions

Attack Synergies 2 8

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 Minions Prince
Zap
Prince Electro Wizard Bats Minions
Minions
Bats Zap Prince
Wizard
Prince
Prince
Zap Bats Minions Wizard Electro Giant Electro Wizard
Electro Giant
Prince
Electro Wizard
Zap Prince

Defense Synergies 1 18

Skeletons
Bats Zap Minions Wizard Prince Electro Wizard
Bats
Skeletons Zap Minions Prince Electro Wizard
Zap
Electro Wizard Skeletons Bats Minions Prince
Minions
Skeletons Bats Zap Prince Electro Wizard
Wizard
Skeletons Prince Electro Wizard
Prince
Skeletons Bats Zap Minions Wizard Electro Giant Electro Wizard
Electro Giant
Prince
Electro Wizard
Zap Skeletons Bats Minions Wizard Prince

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 Minions Wizard Electro Wizard
Skeletons Bats Zap Minions Prince Electro Wizard
Prince Skeletons Bats Minions Electro Wizard
Prince Skeletons Bats Minions Electro Wizard
Prince
Skeletons Bats Zap Minions Electro Wizard
Bats Minions Electro Wizard Zap Wizard
Zap Electro Giant Electro Wizard
Skeletons Minions Prince
Skeletons Prince Electro Wizard
Bats Minions Electro Wizard Skeletons Zap Wizard Electro Giant
Minions Bats Zap Wizard Electro Wizard
Prince Skeletons Bats Zap Minions Wizard Electro Wizard
Wizard Bats Zap Minions Prince Electro Wizard
Prince Electro Wizard
Zap Prince Electro Giant Electro Wizard
Wizard Skeletons Bats Minions Prince Electro Wizard
Bats Zap Minions Wizard Prince Electro Wizard
Zap Wizard Bats Minions Electro Wizard
Prince Electro Wizard
Wizard Bats Minions Prince Electro Giant Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Prince Electro Giant Electro Wizard
Electro Wizard Zap Wizard Prince
Skeletons Bats Zap Minions Prince Electro Wizard
Prince Bats Zap Electro Wizard
Skeletons Prince
Wizard Electro Giant Skeletons Bats Zap Minions Electro Wizard
Prince Skeletons Bats Minions Electro Wizard
Prince
Zap Electro Wizard Skeletons Bats Minions Prince
Skeletons
Bats Minions Prince
Zap Prince Electro Giant Electro Wizard
Prince Skeletons Wizard
Wizard Electro Giant
Electro Giant Electro Wizard Skeletons Bats Zap Minions Prince
Bats Minions Zap Wizard Electro Giant Electro Wizard
Zap 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.)

Zap Electro Wizard
Prince
Wizard Zap
Wizard Electro Giant Bats Zap Minions
Wizard
Zap Wizard
Zap Wizard
Bats Minions Prince Electro Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Minions
Zap Prince
Zap Wizard
Wizard
Bats Minions
Zap Wizard Prince Electro Wizard
Zap Wizard Electro Giant
Minions Prince
Wizard
Prince
Zap
Zap Electro Giant Wizard
Zap Wizard Electro Wizard
Zap Wizard Prince
Zap
Bats Zap Wizard Electro Giant Electro Wizard
Zap Electro Wizard Bats Minions Wizard Electro Giant
Zap Wizard
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Bats Minions Prince
Zap Wizard Electro Wizard
Wizard Prince Electro Wizard
Zap Wizard
Zap Electro Giant
Prince
Zap Electro Giant Bats Minions Electro Wizard
Bats Zap Electro Wizard
Zap Prince Electro Giant Electro Wizard
Prince
Wizard

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