My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Firecracker Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Mega Knight

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.

Hog Rider Mega Knight

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 Hog Rider 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
Hog Rider Guards Inferno Dragon
Giant Snowball
Hog Rider Guards Inferno Dragon
Zap
Firecracker Guards Inferno Dragon
Barbarian Barrel
Firecracker Bomb Tower Guards Electro Wizard
The Log
Firecracker Hog Rider Guards
Earthquake
Firecracker Bomb Tower Hog Rider Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Hog Rider Guards Electro Wizard Inferno Dragon
Fireball
Firecracker Bomb Tower Hog Rider Electro Wizard Inferno Dragon
Poison
Firecracker Bomb Tower Guards Electro Wizard
Lightning
Bomb Tower Electro Wizard Inferno Dragon
Rocket
Bomb Tower Hog Rider 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 Bomb Tower Mega Knight

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.

Guards Inferno Dragon Mega Knight

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.

Zap Firecracker Guards Bomb Tower Hog Rider Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

12 Zap Firecracker Guards Bomb Tower

Attack Synergies 5 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.

Zap
Firecracker Hog Rider Electro Wizard Guards Mega Knight
Firecracker
Zap Hog Rider Inferno Dragon Mega Knight
Bomb Tower
Hog Rider
Zap Firecracker Guards Electro Wizard Mega Knight
Guards
Zap Hog Rider
Electro Wizard
Zap Hog Rider Mega Knight
Inferno Dragon
Mega Knight Firecracker
Mega Knight
Inferno Dragon Zap Firecracker Hog Rider Electro Wizard

Defense Synergies 3 12

Zap
Bomb Tower Electro Wizard Mega Knight Firecracker Guards Inferno Dragon
Firecracker
Zap Bomb Tower Guards Electro Wizard Mega Knight
Bomb Tower
Zap Firecracker Electro Wizard
Hog Rider
Guards
Zap Firecracker Electro Wizard
Electro Wizard
Zap Firecracker Bomb Tower Guards Inferno Dragon Mega Knight
Inferno Dragon
Zap Electro Wizard Mega Knight
Mega Knight
Zap Firecracker Electro Wizard Inferno Dragon

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 Electro Wizard
Bomb Tower Inferno Dragon Zap Firecracker Electro Wizard Mega Knight
Bomb Tower Mega Knight Electro Wizard Inferno Dragon
Bomb Tower Inferno Dragon Firecracker Guards Electro Wizard Mega Knight
Firecracker Bomb Tower Mega Knight
Zap Firecracker Bomb Tower Guards Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Firecracker Bomb Tower
Zap Bomb Tower Electro Wizard Mega Knight
Inferno Dragon Bomb Tower
Guards Firecracker Electro Wizard Mega Knight
Guards Electro Wizard Zap Firecracker Bomb Tower Mega Knight
Inferno Dragon Zap Firecracker Electro Wizard
Bomb Tower Mega Knight Zap Guards Electro Wizard
Bomb Tower Mega Knight Zap Firecracker Guards Electro Wizard
Inferno Dragon Bomb Tower Electro Wizard Mega Knight
Bomb Tower Zap Electro Wizard Inferno Dragon Mega Knight
Bomb Tower Mega Knight Firecracker Electro Wizard
Bomb Tower Mega Knight Zap Firecracker Guards Electro Wizard
Zap Bomb Tower Firecracker Guards Electro Wizard Inferno Dragon Mega Knight
Bomb Tower Electro Wizard Inferno Dragon
Mega Knight Firecracker Bomb Tower Guards Electro Wizard
Bomb Tower Guards Inferno Dragon

Counters to secondary win conditions

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

Guards Mega Knight Zap Electro Wizard
Electro Wizard Zap Firecracker Bomb Tower Inferno Dragon Mega Knight
Guards Mega Knight Zap Bomb Tower Electro Wizard
Guards Mega Knight Zap Electro Wizard
Guards Inferno Dragon Mega Knight
Firecracker Zap Bomb Tower Electro Wizard
Guards Bomb Tower Electro Wizard
Mega Knight Bomb Tower Inferno Dragon
Zap Electro Wizard Mega Knight Firecracker Bomb Tower Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Bomb Tower Guards
Mega Knight Zap Guards Electro Wizard
Mega Knight Bomb Tower Guards
Firecracker Bomb Tower Mega Knight
Guards Electro Wizard Zap Firecracker Bomb Tower Inferno Dragon
Mega Knight Zap Firecracker Bomb Tower Electro Wizard Inferno Dragon
Zap Bomb Tower 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 Guards
Firecracker Zap Electro Wizard
Firecracker Guards
Zap Firecracker Mega Knight
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker
Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Zap Firecracker Electro Wizard Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Mega Knight
Inferno Dragon
Firecracker Zap Electro Wizard
Zap Mega Knight
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards
Zap Mega Knight
Zap Firecracker Electro Wizard
Mega Knight
Firecracker
Zap Electro Wizard Guards
Zap Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
Zap Firecracker
Zap
Firecracker Mega Knight
Zap Firecracker Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard Mega Knight
Inferno Dragon
Firecracker Mega Knight

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