My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant 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 Bowler Goblin Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Goblin 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.

Elite Barbarians Goblin 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.

Elite Barbarians 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 Elite Barbarians Sparky
Giant Snowball
Skeletons
Zap
Skeletons Goblin Giant Sparky
Barbarian Barrel
Skeletons Elite Barbarians Electro Wizard Sparky
The Log
Skeletons Elite Barbarians Sparky
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Elite Barbarians Bowler Electro Wizard Sparky
Fireball
Elite Barbarians Bowler Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Elite Barbarians Bowler Electro Wizard Sparky
Rocket
Elite Barbarians Bowler Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Bowler 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.

Rage Bowler Sparky

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.

Elite Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Rage Electro Wizard Bowler Elite Barbarians Goblin Giant Sparky

Shortest cycle

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

9 Skeletons Zap Rage Electro Wizard

Attack Synergies 7 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
Zap
Elite Barbarians Goblin Giant Electro Wizard Sparky Bowler
Elite Barbarians
Zap Rage Goblin Giant Sparky
Rage
Elite Barbarians Sparky Goblin Giant Electro Wizard
Bowler
Zap Electro Wizard
Goblin Giant
Zap Sparky Elite Barbarians Rage Electro Wizard
Electro Wizard
Zap Rage Bowler Goblin Giant Sparky
Sparky
Zap Rage Goblin Giant Elite Barbarians Electro Wizard

Defense Synergies 2 11

Skeletons
Zap Elite Barbarians Bowler Electro Wizard Sparky
Zap
Goblin Giant Electro Wizard Skeletons Elite Barbarians Bowler Sparky
Elite Barbarians
Skeletons Zap
Rage
Bowler
Skeletons Zap Electro Wizard
Goblin Giant
Zap Electro Wizard Sparky
Electro Wizard
Zap Skeletons Bowler Goblin Giant
Sparky
Skeletons Zap Goblin Giant

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.

Bowler Zap Goblin Giant Electro Wizard Sparky
Elite Barbarians Sparky Skeletons Zap Electro Wizard
Bowler Sparky Skeletons Elite Barbarians Electro Wizard
Elite Barbarians Sparky Skeletons Bowler Electro Wizard
Elite Barbarians Bowler Sparky
Bowler Skeletons Zap Electro Wizard
Electro Wizard Zap
Bowler Zap Goblin Giant Electro Wizard Sparky
Sparky Skeletons Elite Barbarians
Elite Barbarians Skeletons Bowler Electro Wizard Sparky
Electro Wizard Skeletons Zap Bowler Goblin Giant
Zap Electro Wizard
Bowler Sparky Skeletons Zap Elite Barbarians Electro Wizard
Bowler Sparky Zap Electro Wizard
Elite Barbarians Sparky Electro Wizard
Zap Elite Barbarians Bowler Electro Wizard Sparky
Sparky Skeletons Elite Barbarians Bowler Electro Wizard
Zap Elite Barbarians Bowler Electro Wizard
Zap Bowler Electro Wizard
Sparky Elite Barbarians Electro Wizard
Bowler Elite Barbarians Goblin Giant Electro Wizard Sparky
Elite Barbarians Sparky

Counters to secondary win conditions

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

Skeletons Zap Elite Barbarians Bowler Electro Wizard Sparky
Electro Wizard Zap Elite Barbarians Bowler
Skeletons Zap Elite Barbarians Bowler Goblin Giant Electro Wizard Sparky
Bowler Zap Elite Barbarians Goblin Giant Electro Wizard Sparky
Skeletons Elite Barbarians Bowler Goblin Giant Sparky
Skeletons Zap Goblin Giant Electro Wizard
Sparky Skeletons Elite Barbarians Bowler Goblin Giant Electro Wizard
Elite Barbarians Goblin Giant Sparky
Zap Electro Wizard Skeletons Elite Barbarians Sparky
Skeletons Goblin Giant Sparky
Elite Barbarians Bowler Sparky
Zap Elite Barbarians Bowler Goblin Giant Electro Wizard
Elite Barbarians Bowler Skeletons Goblin Giant Sparky
Bowler Sparky
Elite Barbarians Electro Wizard Sparky Skeletons Zap Bowler Goblin Giant
Bowler Zap Elite Barbarians Electro Wizard Sparky
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.)

Sparky
Zap Bowler Electro Wizard
Goblin Giant Sparky
Sparky
Zap Bowler Sparky
Zap Goblin Giant
Bowler Sparky
Zap Bowler
Zap
Elite Barbarians Bowler Electro Wizard Sparky
Zap Bowler Electro Wizard Sparky
Zap
Elite Barbarians Bowler Sparky
Zap Elite Barbarians Sparky
Zap Bowler Sparky
Bowler Sparky
Sparky
Sparky
Zap Bowler Electro Wizard Sparky
Zap Bowler
Bowler Sparky
Bowler Sparky
Zap
Zap Bowler Sparky
Zap Bowler Electro Wizard Sparky
Zap Bowler Sparky
Zap Sparky
Elite Barbarians Zap Electro Wizard Sparky
Zap Electro Wizard
Elite Barbarians Bowler Sparky
Zap Sparky
Zap Electro Wizard Sparky
Sparky
Bowler Sparky
Zap Electro Wizard
Zap Electro Wizard
Bowler Electro Wizard Sparky
Zap Bowler
Zap Sparky
Elite Barbarians Sparky
Zap Elite Barbarians Bowler Electro Wizard Sparky
Zap Electro Wizard
Zap Bowler Goblin Giant Electro Wizard Sparky
Sparky
Bowler Sparky

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