My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Tesla Zappies Electro Dragon Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Zappies Electro Dragon Electro Wizard Sparky Goblinstein

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 Lightning

Pump responses

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

Lightning

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 Dragon 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
Sparky
Giant Snowball
Zappies Electro Dragon
Zap
Zappies Sparky
Barbarian Barrel
Tesla Zappies Electro Wizard Sparky
The Log
Zappies Sparky
Earthquake
Tesla Zappies
Arrows
Zappies
Royal Delivery
Zappies Electro Dragon Electro Wizard Sparky
Fireball
Tesla Zappies Electro Dragon Electro Wizard Sparky
Poison
Zappies Electro Dragon Electro Wizard Sparky
Lightning
Tesla Electro Dragon Electro Wizard Sparky Goblinstein
Rocket
Electro Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon 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.

Sparky

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Tesla Zappies Electro Wizard Electro Dragon Goblinstein Lightning Sparky

Shortest cycle

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

14 Zap Tesla Zappies Electro Wizard

Attack Synergies 2 5

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
Electro Wizard Sparky Zappies Electro Dragon
Tesla
Zappies
Zap Electro Dragon
Electro Dragon
Zap Zappies Sparky
Lightning
Electro Wizard
Zap Sparky
Sparky
Zap Electro Dragon Electro Wizard
Goblinstein

Defense Synergies 1 8

Zap
Electro Wizard Tesla Zappies Electro Dragon Sparky
Tesla
Zap Zappies Electro Wizard
Zappies
Zap Tesla Electro Wizard
Electro Dragon
Zap Electro Wizard
Lightning
Electro Wizard
Zap Tesla Zappies Electro Dragon
Sparky
Zap
Goblinstein

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.

Lightning Zap Tesla Zappies Electro Dragon Electro Wizard Sparky
Sparky Zap Tesla Zappies Electro Dragon Electro Wizard
Tesla Sparky Zappies Electro Dragon Lightning Electro Wizard
Tesla Sparky Zappies Electro Dragon Electro Wizard
Lightning Sparky
Zap Tesla Zappies Electro Dragon Electro Wizard
Tesla Lightning Electro Wizard Zap Zappies Electro Dragon
Lightning Zap Tesla Electro Dragon Electro Wizard Sparky
Tesla Zappies Sparky
Tesla Zappies Electro Wizard Sparky
Electro Wizard Zap Tesla Zappies Electro Dragon
Tesla Zap Zappies Electro Dragon Electro Wizard
Tesla Sparky Zap Zappies Electro Dragon Lightning Electro Wizard
Sparky Zap Tesla Zappies Electro Dragon Electro Wizard
Sparky Tesla Zappies Electro Wizard
Zap Tesla Zappies Lightning Electro Wizard Sparky
Tesla Sparky Zappies Electro Dragon Electro Wizard
Tesla Zap Zappies Electro Dragon Electro Wizard
Zap Tesla Zappies Electro Dragon Electro Wizard
Sparky Tesla Zappies Electro Wizard
Tesla Zappies Electro Dragon Electro Wizard Sparky

Counters to secondary win conditions

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

Zap Tesla Zappies Electro Wizard Sparky
Electro Wizard Zap Tesla Electro Dragon Lightning
Zappies Zap Electro Dragon Lightning Electro Wizard Sparky
Lightning Zap Tesla Zappies Electro Wizard Sparky
Tesla Zappies Sparky
Zap Tesla Zappies Electro Dragon Electro Wizard
Sparky Tesla Zappies Lightning Electro Wizard
Tesla Zappies Sparky
Zap Electro Dragon Lightning Electro Wizard Zappies Sparky
Tesla Zappies Sparky
Tesla Zappies Electro Dragon Sparky
Lightning Zap Electro Wizard
Lightning Tesla Zappies Sparky
Tesla Zappies Electro Dragon Sparky
Tesla Zappies Electro Dragon Electro Wizard Sparky Zap Lightning
Zap Tesla Zappies Electro Dragon 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.)

Lightning Electro Dragon Sparky
Zap Electro Dragon Electro Wizard
Lightning Electro Dragon Sparky
Lightning Sparky
Zap Sparky
Zap Electro Dragon
Sparky
Zap Electro Dragon Lightning
Zap Electro Dragon Lightning
Lightning Electro Dragon Electro Wizard Sparky
Lightning Zap Electro Dragon Electro Wizard Sparky
Lightning Zap Electro Dragon
Lightning Sparky
Lightning Electro Dragon
Lightning Zap Sparky
Lightning Zap Electro Dragon Sparky
Lightning Electro Dragon Sparky
Lightning Sparky
Lightning Sparky
Lightning Zap Electro Dragon Electro Wizard Sparky
Lightning Zap Electro Dragon
Lightning Sparky
Lightning
Lightning Sparky
Lightning Zap Electro Dragon
Zap Electro Dragon Sparky
Zap Electro Dragon Lightning Electro Wizard Sparky
Lightning Zap Electro Dragon Sparky
Lightning Zap Sparky
Lightning Zap Electro Dragon Electro Wizard Sparky
Zap Electro Dragon Lightning Electro Wizard Zappies
Lightning Sparky
Lightning Zap Electro Dragon Sparky
Zap Lightning Zappies Electro Dragon Electro Wizard Sparky
Sparky
Lightning Sparky
Zap Lightning Electro Wizard Zappies Electro Dragon
Lightning Zap Zappies Electro Dragon Electro Wizard
Lightning Electro Dragon Electro Wizard Sparky
Zap Electro Dragon Lightning
Lightning Zap Sparky
Electro Dragon Sparky
Zap Electro Dragon Zappies Lightning Electro Wizard Sparky
Zap Zappies Electro Dragon Lightning Electro Wizard
Electro Dragon Lightning Zap Electro Wizard Sparky
Sparky
Lightning Electro Dragon Sparky

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