My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Inferno Tower Electro Wizard Inferno Dragon

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.

Skeletons Firecracker Royal Giant Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal 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.

Royal 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 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
Skeletons Royal Giant Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Firecracker Royal Giant Inferno Tower Inferno Dragon
Barbarian Barrel
Skeletons Firecracker Inferno Tower Electro Wizard
The Log
Skeletons Firecracker Royal Giant
Earthquake
Skeletons Firecracker Inferno Tower
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Electro Wizard Inferno Dragon
Fireball
Firecracker Inferno Tower Electro Wizard Inferno Dragon
Poison
Firecracker Inferno Tower Electro Wizard
Lightning
Inferno Tower Electro Wizard Inferno Dragon
Rocket
Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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 Inferno Tower Inferno Dragon

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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Firecracker Electro Wizard Inferno Dragon Inferno Tower Royal Giant

Shortest cycle

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

9 Skeletons Zap Arrows Firecracker

Attack Synergies 5 3

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.

Skeletons
Zap
Arrows Firecracker Electro Wizard Royal Giant
Arrows
Zap Royal Giant
Firecracker
Zap Royal Giant Inferno Dragon
Royal Giant
Arrows Firecracker Zap Electro Wizard
Inferno Tower
Electro Wizard
Zap Royal Giant
Inferno Dragon
Firecracker

Defense Synergies 2 13

Skeletons
Zap Firecracker Inferno Tower Electro Wizard Inferno Dragon
Zap
Electro Wizard Skeletons Arrows Firecracker Inferno Tower Inferno Dragon
Arrows
Zap Inferno Tower
Firecracker
Skeletons Zap Inferno Tower Electro Wizard
Royal Giant
Inferno Tower
Electro Wizard Skeletons Zap Arrows Firecracker
Electro Wizard
Zap Inferno Tower Skeletons Firecracker Inferno Dragon
Inferno Dragon
Skeletons Zap Electro Wizard

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.

Zap Firecracker Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon Skeletons Zap Firecracker Electro Wizard
Inferno Tower Skeletons Electro Wizard Inferno Dragon
Inferno Tower Inferno Dragon Skeletons Firecracker Electro Wizard
Arrows Firecracker
Arrows Skeletons Zap Firecracker Electro Wizard
Inferno Tower Electro Wizard Inferno Dragon Zap Arrows Firecracker
Zap Arrows Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon Skeletons
Skeletons Firecracker Inferno Tower Electro Wizard
Electro Wizard Skeletons Zap Arrows Firecracker
Arrows Inferno Tower Inferno Dragon Zap Firecracker Electro Wizard
Inferno Tower Skeletons Zap Electro Wizard
Zap Arrows Firecracker Electro Wizard
Inferno Tower Inferno Dragon Electro Wizard
Inferno Tower Zap Electro Wizard Inferno Dragon
Skeletons Arrows Firecracker Inferno Tower Electro Wizard
Arrows Zap Firecracker Electro Wizard
Zap Arrows Firecracker Electro Wizard Inferno Dragon
Inferno Tower Electro Wizard Inferno Dragon
Arrows Firecracker Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Inferno Tower Electro Wizard
Electro Wizard Zap Arrows Firecracker Inferno Dragon
Skeletons Zap Inferno Tower Electro Wizard
Zap Inferno Tower Electro Wizard
Inferno Tower Skeletons Inferno Dragon
Arrows Firecracker Skeletons Zap Electro Wizard
Skeletons Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon
Zap Electro Wizard Skeletons Firecracker Inferno Tower Inferno Dragon
Inferno Tower Skeletons Inferno Dragon
Inferno Dragon Inferno Tower
Zap Arrows Electro Wizard
Skeletons Inferno Tower
Firecracker
Inferno Tower Electro Wizard Skeletons Zap Firecracker Inferno Dragon
Arrows Zap Firecracker Inferno Tower Electro Wizard Inferno 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.)

Arrows Firecracker
Arrows Firecracker Zap Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Electro Wizard
Firecracker Zap Arrows Electro Wizard
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker
Inferno Dragon
Arrows Firecracker Zap Electro Wizard
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Arrows
Zap Arrows Firecracker Electro Wizard
Arrows Firecracker
Zap Electro Wizard
Zap Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard

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