My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

2 problems 4 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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 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.

Firecracker Elixir Golem Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage Tornado Freeze

Punishments

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

Elixir Golem

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.

Elixir 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.

Firecracker Electro Dragon

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
Elixir Golem
Giant Snowball
Electro Dragon
Zap
Firecracker
Barbarian Barrel
Firecracker Elixir Golem
The Log
Firecracker Elixir Golem
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker
Royal Delivery
Firecracker Elixir Golem Electro Dragon
Fireball
Firecracker Elixir Golem Electro Dragon
Poison
Firecracker Elixir Golem Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Freeze Electro Dragon

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.

Arrows Elixir Golem Rage Tornado Freeze

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.

Mirror Rage Arrows Firecracker Elixir Golem Tornado Freeze Electro Dragon

Shortest cycle

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

8 Mirror Rage Arrows Firecracker

Attack Synergies 3 12

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.

Arrows
Mirror Elixir Golem Freeze
Firecracker
Elixir Golem Mirror Tornado
Elixir Golem
Firecracker Rage Arrows Mirror Tornado Electro Dragon
Mirror
Arrows Firecracker Elixir Golem Tornado Freeze
Rage
Elixir Golem Electro Dragon
Tornado
Firecracker Elixir Golem Mirror Freeze Electro Dragon
Freeze
Arrows Mirror Tornado
Electro Dragon
Elixir Golem Rage Tornado

Defense Synergies 2 6

Arrows
Mirror Tornado
Firecracker
Mirror Tornado Electro Dragon
Elixir Golem
Mirror
Arrows Tornado Firecracker Electro Dragon
Rage
Tornado
Mirror Arrows Firecracker Electro Dragon
Freeze
Electro Dragon
Firecracker Mirror Tornado

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.

Firecracker Electro Dragon
Firecracker Electro Dragon
Tornado Freeze Electro Dragon
Firecracker Electro Dragon
Arrows Firecracker Tornado
Arrows Tornado Freeze Firecracker Electro Dragon
Tornado Arrows Firecracker Freeze Electro Dragon
Arrows Electro Dragon
Tornado
Tornado Firecracker
Arrows Firecracker Tornado Freeze Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Freeze Electro Dragon
Arrows Firecracker Tornado Freeze Electro Dragon
Tornado Freeze
Arrows Firecracker Tornado Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows Tornado Freeze Firecracker Electro Dragon
Tornado
Arrows Firecracker Electro Dragon

Counters to secondary win conditions

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

Arrows Firecracker Electro Dragon
Electro Dragon
Tornado
Arrows Firecracker Tornado Freeze Electro Dragon
Freeze Electro Dragon Firecracker Tornado
Electro Dragon
Arrows Tornado
Firecracker Electro Dragon
Electro Dragon Firecracker Tornado Freeze
Arrows Firecracker Freeze Electro Dragon
Arrows
Tornado

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.)

Arrows Firecracker Freeze Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows Electro Dragon
Arrows Firecracker Freeze
Arrows Firecracker
Arrows Firecracker Tornado Freeze Electro Dragon
Arrows Firecracker Tornado
Arrows Firecracker Tornado Freeze Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Tornado Electro Dragon
Firecracker Arrows Tornado Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Firecracker
Arrows Firecracker Freeze Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Tornado Freeze
Arrows Firecracker Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Firecracker Tornado Freeze Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Firecracker Tornado
Arrows Firecracker Tornado Electro Dragon
Electro Dragon Firecracker Freeze
Arrows Electro Dragon
Arrows Firecracker Freeze Electro Dragon
Arrows Firecracker
Freeze Electro Dragon
Arrows Firecracker Tornado Electro Dragon
Freeze
Arrows
Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Tornado
Firecracker Electro Dragon
Electro Dragon Firecracker Tornado Freeze
Firecracker Tornado Electro Dragon
Electro Dragon Firecracker Tornado Freeze
Firecracker Electro Dragon

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