My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Firecracker Witch 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.

Bomber Firecracker Giant Witch Electro Dragon

Offensive cards

Win conditions

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

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.

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.

Barbarians 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 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
Bomber Giant
Giant Snowball
Bomber Barbarians Witch Electro Dragon
Zap
Bomber Firecracker Witch
Barbarian Barrel
Bomber Firecracker Barbarians Witch
The Log
Bomber Firecracker Barbarians Witch
Earthquake
Bomber Firecracker Barbarians Witch
Arrows
Bomber Firecracker Witch
Royal Delivery
Bomber Firecracker Barbarians Witch Electro Dragon
Fireball
Bomber Firecracker Barbarians Witch Electro Dragon
Poison
Bomber Firecracker Barbarians Witch Electro Dragon
Lightning
Witch Electro Dragon
Rocket
Barbarians Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker 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.

Rage

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.

Barbarians Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Firecracker Barbarians Giant Witch Electro Dragon

Shortest cycle

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

9 Bomber Zap Rage Firecracker

Attack Synergies 6 6

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.

Bomber
Giant Zap
Zap
Firecracker Giant Bomber Witch Electro Dragon
Firecracker
Zap Giant
Barbarians
Giant
Bomber Zap Rage Electro Dragon Firecracker Witch
Rage
Giant Witch Electro Dragon
Witch
Rage Zap Giant
Electro Dragon
Giant Zap Rage

Defense Synergies 0 7

Bomber
Zap
Zap
Bomber Firecracker Barbarians Witch Electro Dragon
Firecracker
Zap Electro Dragon
Barbarians
Zap
Giant
Rage
Witch
Zap Electro Dragon
Electro Dragon
Zap Firecracker Witch

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.

Bomber Zap Firecracker Electro Dragon
Barbarians Bomber Zap Firecracker Witch Electro Dragon
Barbarians Witch Bomber Electro Dragon
Barbarians Witch Bomber Firecracker Electro Dragon
Bomber Firecracker Barbarians
Bomber Zap Firecracker Electro Dragon
Zap Firecracker Witch Electro Dragon
Zap Barbarians Electro Dragon
Barbarians Witch
Bomber Firecracker Barbarians
Barbarians Witch Bomber Zap Firecracker Electro Dragon
Zap Firecracker Witch Electro Dragon
Barbarians Bomber Zap Witch Electro Dragon
Bomber Zap Firecracker Barbarians Witch Electro Dragon
Barbarians
Barbarians Zap
Barbarians Bomber Firecracker Witch Electro Dragon
Bomber Zap Firecracker Barbarians Witch Electro Dragon
Zap Witch Bomber Firecracker Barbarians Electro Dragon
Barbarians
Bomber Firecracker Barbarians Witch Electro Dragon

Counters to secondary win conditions

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

Barbarians Zap Witch
Bomber Zap Firecracker Electro Dragon
Barbarians Zap Witch Electro Dragon
Zap Barbarians
Barbarians Witch
Firecracker Zap Witch Electro Dragon
Barbarians Witch
Barbarians
Zap Electro Dragon Firecracker Barbarians Witch
Witch Barbarians
Barbarians Witch Electro Dragon
Zap Barbarians
Barbarians Witch
Bomber Firecracker Barbarians Witch Electro Dragon
Barbarians Witch Electro Dragon Bomber Zap Firecracker
Bomber Zap Firecracker Barbarians Witch Electro 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 Electro Dragon
Firecracker Zap Electro Dragon
Electro Dragon
Firecracker Barbarians
Bomber Zap Firecracker
Firecracker Zap Witch Electro Dragon
Bomber Firecracker Witch
Zap Firecracker Electro Dragon
Zap Firecracker Electro Dragon
Electro Dragon
Firecracker Zap Electro Dragon
Zap Firecracker Electro Dragon
Firecracker
Firecracker Electro Dragon
Zap Firecracker
Bomber Zap Firecracker Witch Electro Dragon
Firecracker Electro Dragon
Bomber
Bomber Zap Firecracker Electro Dragon
Bomber Zap Firecracker Witch Electro Dragon
Zap Barbarians Electro Dragon
Zap Firecracker Bomber Witch Electro Dragon
Witch
Firecracker Zap Witch Electro Dragon
Zap Witch Electro Dragon
Zap Firecracker
Zap Firecracker Witch Electro Dragon
Zap Electro Dragon Firecracker Witch
Bomber Zap Electro Dragon
Zap Firecracker Electro Dragon
Firecracker
Zap Barbarians Witch Electro Dragon
Zap Firecracker Witch Electro Dragon
Firecracker Electro Dragon
Bomber Zap Firecracker Electro Dragon
Zap
Firecracker Electro Dragon
Zap Electro Dragon Firecracker Witch
Firecracker Zap Witch Electro Dragon
Electro Dragon Zap Firecracker Witch

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