My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Zappies Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Zappies Wizard Golem Electro Wizard Sparky Monk

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Punishments

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

Elite Barbarians

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 Golem

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 Golem Electro Wizard Monk

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
Elite Barbarians Sparky
Giant Snowball
Zappies
Zap
Zappies Inferno Tower Sparky
Barbarian Barrel
Elite Barbarians Zappies Inferno Tower Wizard Electro Wizard Sparky
The Log
Elite Barbarians Zappies Sparky
Earthquake
Zappies Inferno Tower
Arrows
Zappies
Royal Delivery
Elite Barbarians Zappies Wizard Electro Wizard Sparky
Fireball
Elite Barbarians Zappies Inferno Tower Wizard Electro Wizard Sparky
Poison
Zappies Inferno Tower Wizard Electro Wizard Sparky
Lightning
Elite Barbarians Inferno Tower Wizard Electro Wizard Sparky Monk
Rocket
Elite Barbarians Inferno Tower Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Inferno Tower Golem 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zappies Electro Wizard Inferno Tower Wizard Monk Elite Barbarians Sparky Golem

Shortest cycle

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

18 Zappies Electro Wizard Inferno Tower Wizard

Attack Synergies 0 9

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.

Elite Barbarians
Zappies Wizard Sparky
Zappies
Elite Barbarians Golem
Inferno Tower
Wizard
Elite Barbarians Golem Sparky
Golem
Zappies Wizard Electro Wizard Sparky
Electro Wizard
Golem Sparky
Sparky
Elite Barbarians Wizard Golem Electro Wizard
Monk

Defense Synergies 1 3

Elite Barbarians
Wizard
Zappies
Electro Wizard
Inferno Tower
Electro Wizard
Wizard
Elite Barbarians Electro Wizard
Golem
Electro Wizard
Inferno Tower Zappies Wizard
Sparky
Monk

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.

Zappies Inferno Tower Wizard Electro Wizard Sparky
Elite Barbarians Inferno Tower Sparky Zappies Electro Wizard Monk
Inferno Tower Sparky Elite Barbarians Zappies Electro Wizard
Elite Barbarians Inferno Tower Sparky Zappies Electro Wizard Monk
Elite Barbarians Sparky Monk
Zappies Electro Wizard
Inferno Tower Electro Wizard Zappies Wizard
Inferno Tower Electro Wizard Sparky Monk
Zappies Inferno Tower Sparky Elite Barbarians
Elite Barbarians Zappies Inferno Tower Electro Wizard Sparky
Electro Wizard Zappies Wizard
Inferno Tower Zappies Wizard Electro Wizard
Inferno Tower Sparky Elite Barbarians Zappies Wizard Electro Wizard
Wizard Sparky Zappies Electro Wizard
Elite Barbarians Inferno Tower Sparky Zappies Electro Wizard
Inferno Tower Monk Elite Barbarians Zappies Electro Wizard Sparky
Wizard Sparky Elite Barbarians Zappies Inferno Tower Electro Wizard
Elite Barbarians Zappies Wizard Electro Wizard
Wizard Zappies Electro Wizard
Sparky Elite Barbarians Zappies Inferno Tower Electro Wizard
Wizard Elite Barbarians Zappies Electro Wizard Sparky
Inferno Tower Elite Barbarians Zappies Sparky

Counters to secondary win conditions

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

Elite Barbarians Zappies Inferno Tower Electro Wizard Sparky
Electro Wizard Elite Barbarians Wizard Monk
Zappies Elite Barbarians Inferno Tower Electro Wizard Sparky
Elite Barbarians Zappies Inferno Tower Electro Wizard Sparky Monk
Inferno Tower Elite Barbarians Zappies Sparky
Wizard Zappies Electro Wizard Monk
Sparky Elite Barbarians Zappies Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians Zappies Sparky
Electro Wizard Elite Barbarians Zappies Inferno Tower Sparky Monk
Inferno Tower Zappies Sparky
Elite Barbarians Zappies Inferno Tower Sparky
Monk Elite Barbarians Electro Wizard
Elite Barbarians Zappies Inferno Tower Wizard Sparky
Wizard Zappies Sparky
Elite Barbarians Zappies Inferno Tower Electro Wizard Sparky Monk
Elite Barbarians Zappies Inferno Tower Wizard Electro Wizard Sparky
Inferno 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.)

Sparky Monk
Monk Electro Wizard
Sparky
Sparky
Wizard Sparky
Wizard Monk
Wizard Sparky
Wizard
Monk Wizard
Elite Barbarians Electro Wizard Sparky
Monk Wizard Electro Wizard Sparky
Monk Wizard
Elite Barbarians Sparky
Monk
Elite Barbarians Sparky
Wizard Sparky
Wizard Sparky
Monk Sparky
Sparky
Wizard Electro Wizard Sparky Monk
Wizard Monk
Sparky Monk
Wizard
Sparky Monk
Monk
Wizard Sparky
Wizard Electro Wizard Sparky Monk
Wizard Sparky Monk
Sparky
Elite Barbarians Wizard Electro Wizard Sparky
Electro Wizard Zappies Wizard
Elite Barbarians Sparky
Wizard Sparky
Zappies Electro Wizard Sparky Monk
Sparky
Wizard Sparky Monk
Electro Wizard Zappies
Zappies Wizard Electro Wizard Monk
Wizard Electro Wizard Sparky
Wizard
Monk Sparky
Elite Barbarians Sparky
Elite Barbarians Zappies Electro Wizard Sparky
Zappies Electro Wizard
Electro Wizard Sparky Monk
Sparky
Wizard Sparky Monk

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