My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins Firecracker Electro Wizard Inferno Dragon

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.

Spear Goblins Firecracker Royal Giant Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal 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.

Royal 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.

Spear Goblins Royal 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.

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
Spear Goblins Royal Giant Guards Inferno Dragon
Giant Snowball
Spear Goblins Guards Inferno Dragon
Zap
Spear Goblins Firecracker Royal Giant Guards Inferno Dragon
Barbarian Barrel
Spear Goblins Firecracker Guards Electro Wizard
The Log
Spear Goblins Firecracker Royal Giant Guards
Earthquake
Spear Goblins Firecracker Guards
Arrows
Spear Goblins Firecracker Guards
Royal Delivery
Spear Goblins Firecracker Guards Electro Wizard Inferno Dragon
Fireball
Firecracker Electro Wizard Inferno Dragon
Poison
Spear Goblins Firecracker Guards Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
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

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.

Spear Goblins Rage Guards 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.

Royal 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Rage Firecracker Guards Electro Wizard Inferno Dragon Royal Giant

Shortest cycle

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

9 Spear Goblins Zap Rage Firecracker

Attack Synergies 3 10

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.

Spear Goblins
Zap Firecracker Royal Giant Inferno Dragon
Zap
Firecracker Electro Wizard Spear Goblins Royal Giant Guards
Firecracker
Zap Royal Giant Spear Goblins Inferno Dragon
Royal Giant
Firecracker Spear Goblins Zap Guards Electro Wizard
Rage
Electro Wizard
Guards
Zap Royal Giant
Electro Wizard
Zap Royal Giant Rage
Inferno Dragon
Spear Goblins Firecracker

Defense Synergies 1 12

Spear Goblins
Zap Firecracker Guards Electro Wizard Inferno Dragon
Zap
Electro Wizard Spear Goblins Firecracker Guards Inferno Dragon
Firecracker
Spear Goblins Zap Guards Electro Wizard
Royal Giant
Rage
Guards
Spear Goblins Zap Firecracker Electro Wizard
Electro Wizard
Zap Spear Goblins Firecracker Guards Inferno Dragon
Inferno Dragon
Spear Goblins Zap 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.

Spear Goblins Zap Firecracker Electro Wizard
Inferno Dragon Zap Firecracker Electro Wizard
Electro Wizard Inferno Dragon
Inferno Dragon Firecracker Guards Electro Wizard
Firecracker
Spear Goblins Zap Firecracker Guards Electro Wizard
Electro Wizard Inferno Dragon Spear Goblins Zap Firecracker
Zap Electro Wizard
Inferno Dragon
Guards Spear Goblins Firecracker Electro Wizard
Guards Electro Wizard Spear Goblins Zap Firecracker
Inferno Dragon Spear Goblins Zap Firecracker Electro Wizard
Zap Guards Electro Wizard
Zap Firecracker Guards Electro Wizard
Inferno Dragon Electro Wizard
Zap Electro Wizard Inferno Dragon
Firecracker Electro Wizard
Spear Goblins Zap Firecracker Guards Electro Wizard
Zap Spear Goblins Firecracker Guards Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Spear Goblins Firecracker Guards Electro Wizard

Counters to secondary win conditions

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

Guards Spear Goblins Zap Electro Wizard
Electro Wizard Zap Firecracker Inferno Dragon
Guards Spear Goblins Zap Electro Wizard
Guards Zap Electro Wizard
Guards Inferno Dragon
Firecracker Zap Electro Wizard
Guards Spear Goblins Electro Wizard
Inferno Dragon
Zap Electro Wizard Spear Goblins Firecracker Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Zap Guards Electro Wizard
Guards
Firecracker
Guards Electro Wizard Spear Goblins Zap Firecracker Inferno Dragon
Zap Firecracker 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 Guards
Firecracker Zap Electro Wizard
Firecracker Guards
Zap Firecracker
Firecracker Spear Goblins Zap
Firecracker
Zap Firecracker
Zap Firecracker
Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Spear Goblins Zap Firecracker
Firecracker
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Inferno Dragon
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards
Zap
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Spear Goblins Guards
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Firecracker Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard

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