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.

Fire Spirit Firecracker Electro Wizard

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 Prince Electro Wizard

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

Punishments

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

Giant Prince

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.

Fire Spirit Giant Prince

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 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
Bomber Giant Guards Prince
Giant Snowball
Fire Spirit Bomber Guards
Zap
Fire Spirit Bomber Firecracker Guards Prince
Barbarian Barrel
Fire Spirit Bomber Firecracker Guards Electro Wizard
The Log
Fire Spirit Bomber Firecracker Guards Prince
Earthquake
Bomber Firecracker Guards
Arrows
Fire Spirit Bomber Firecracker Guards
Royal Delivery
Fire Spirit Bomber Firecracker Guards Prince Electro Wizard
Fireball
Bomber Firecracker Electro Wizard
Poison
Bomber Firecracker Guards Electro Wizard
Lightning
Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Firecracker

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Guards Prince

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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Zap Firecracker Guards Electro Wizard Giant Prince

Shortest cycle

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

8 Fire Spirit Bomber Zap Firecracker

Attack Synergies 6 11

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.

Fire Spirit
Zap Giant Prince
Bomber
Giant Zap Prince
Zap
Firecracker Giant Prince Electro Wizard Fire Spirit Bomber Guards
Firecracker
Zap Giant Prince
Giant
Bomber Zap Prince Fire Spirit Firecracker Guards Electro Wizard
Guards
Zap Giant
Prince
Zap Giant Fire Spirit Bomber Firecracker Electro Wizard
Electro Wizard
Zap Giant Prince

Defense Synergies 1 15

Fire Spirit
Zap Firecracker Electro Wizard
Bomber
Zap Guards Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Firecracker Guards Prince
Firecracker
Fire Spirit Zap Guards Prince Electro Wizard
Giant
Guards
Bomber Zap Firecracker Prince Electro Wizard
Prince
Zap Firecracker Guards Electro Wizard
Electro Wizard
Zap Fire Spirit Bomber Firecracker Guards Prince

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 Wizard
Bomber Zap Firecracker Prince Electro Wizard
Prince Fire Spirit Bomber Electro Wizard
Prince Bomber Firecracker Guards Electro Wizard
Bomber Firecracker Prince
Fire Spirit Bomber Zap Firecracker Guards Electro Wizard
Electro Wizard Fire Spirit Zap Firecracker
Zap Electro Wizard
Prince
Guards Fire Spirit Bomber Firecracker Prince Electro Wizard
Guards Electro Wizard Bomber Zap Firecracker
Zap Firecracker Electro Wizard
Prince Fire Spirit Bomber Zap Guards Electro Wizard
Fire Spirit Bomber Zap Firecracker Guards Prince Electro Wizard
Prince Electro Wizard
Zap Prince Electro Wizard
Bomber Firecracker Prince Electro Wizard
Fire Spirit Bomber Zap Firecracker Guards Prince Electro Wizard
Zap Fire Spirit Bomber Firecracker Guards Electro Wizard
Prince Electro Wizard
Bomber Fire Spirit Firecracker Guards Prince Electro Wizard

Counters to secondary win conditions

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

Guards Zap Prince Electro Wizard
Electro Wizard Bomber Zap Firecracker Prince
Guards Zap Prince Electro Wizard
Guards Prince Zap Electro Wizard
Guards Prince
Fire Spirit Firecracker Zap Electro Wizard
Guards Prince Electro Wizard
Prince
Zap Electro Wizard Firecracker Prince
Guards
Guards Prince
Zap Guards Prince Electro Wizard
Prince Guards
Bomber Firecracker
Guards Electro Wizard Bomber Zap Firecracker Prince
Bomber Zap Firecracker 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 Prince
Bomber Fire Spirit Zap Firecracker
Firecracker Fire Spirit Zap
Fire Spirit Bomber Firecracker
Fire Spirit Zap Firecracker
Zap Firecracker
Fire Spirit Guards Prince Electro Wizard
Firecracker Zap Prince Electro Wizard
Fire Spirit Zap Firecracker
Fire Spirit Firecracker
Firecracker
Zap Firecracker Prince
Bomber Zap Firecracker
Firecracker
Bomber
Fire Spirit Bomber Zap Firecracker Prince Electro Wizard
Fire Spirit Bomber Zap Firecracker
Prince
Prince
Zap
Zap Firecracker Fire Spirit Bomber
Firecracker Zap Electro Wizard
Zap Prince
Zap Firecracker
Fire Spirit Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards
Bomber Zap
Zap Firecracker Electro Wizard
Prince
Firecracker
Zap Electro Wizard Fire Spirit Guards Prince
Fire Spirit Zap Firecracker Electro Wizard
Firecracker Prince Electro Wizard
Bomber Zap Firecracker
Zap
Firecracker Prince
Zap Firecracker Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Prince Electro Wizard

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