My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Void

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Tesla Zappies Electro Dragon Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Zappies Electro Dragon Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Electro 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.

Electro 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.

Electro 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.

Electro Dragon 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
Bats
Giant Snowball
Bats Zappies Electro Dragon
Zap
Bats Zappies
Barbarian Barrel
Tesla Zappies Electro Wizard
The Log
Zappies
Earthquake
Tesla Zappies
Arrows
Bats Zappies
Royal Delivery
Bats Zappies Electro Dragon Electro Wizard
Fireball
Tesla Zappies Electro Dragon Electro Wizard
Poison
Bats Zappies Electro Dragon Electro Wizard
Lightning
Tesla Electro Dragon Electro Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon Electro Giant

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.

Bats Arrows Electro 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.

Bats Zap Arrows Tesla Zappies Electro Wizard Electro Dragon Electro Giant

Shortest cycle

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

11 Bats Zap Arrows Tesla

Attack Synergies 2 4

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.

Bats
Zap
Zap
Arrows Electro Wizard Bats Zappies Electro Dragon
Arrows
Zap
Tesla
Zappies
Zap Electro Dragon
Electro Dragon
Zap Zappies
Electro Giant
Electro Wizard
Zap

Defense Synergies 1 14

Bats
Zap Tesla Zappies Electro Wizard
Zap
Electro Wizard Bats Arrows Tesla Zappies Electro Dragon
Arrows
Zap Tesla
Tesla
Bats Zap Arrows Zappies Electro Wizard
Zappies
Bats Zap Tesla Electro Giant Electro Wizard
Electro Dragon
Zap Electro Wizard
Electro Giant
Zappies
Electro Wizard
Zap Bats Tesla Zappies Electro Dragon

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 Tesla Zappies Electro Dragon Electro Wizard
Bats Zap Tesla Zappies Electro Dragon Electro Wizard
Tesla Bats Zappies Electro Dragon Electro Wizard
Tesla Bats Zappies Electro Dragon Electro Wizard
Arrows
Arrows Bats Zap Tesla Zappies Electro Dragon Electro Wizard
Bats Tesla Electro Wizard Zap Arrows Zappies Electro Dragon
Zap Arrows Tesla Electro Dragon Electro Giant Electro Wizard
Tesla Zappies
Tesla Zappies Electro Wizard
Bats Electro Wizard Zap Arrows Tesla Zappies Electro Dragon Electro Giant
Arrows Tesla Bats Zap Zappies Electro Dragon Electro Wizard
Tesla Bats Zap Zappies Electro Dragon Electro Wizard
Bats Zap Arrows Tesla Zappies Electro Dragon Electro Wizard
Tesla Zappies Electro Wizard
Zap Tesla Zappies Electro Giant Electro Wizard
Tesla Bats Arrows Zappies Electro Dragon Electro Wizard
Arrows Tesla Bats Zap Zappies Electro Dragon Electro Wizard
Zap Arrows Bats Tesla Zappies Electro Dragon Electro Wizard
Tesla Zappies Electro Wizard
Bats Arrows Tesla Zappies Electro Dragon Electro Giant Electro Wizard

Counters to secondary win conditions

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

Zap Tesla Zappies Electro Giant Electro Wizard
Electro Wizard Zap Arrows Tesla Electro Dragon
Zappies Bats Zap Electro Dragon Electro Wizard
Bats Zap Tesla Zappies Electro Wizard
Tesla Zappies
Arrows Electro Giant Bats Zap Tesla Zappies Electro Dragon Electro Wizard
Bats Tesla Zappies Electro Wizard
Tesla Zappies
Zap Electro Dragon Electro Wizard Bats Zappies
Tesla Zappies
Bats Tesla Zappies Electro Dragon
Zap Arrows Electro Giant Electro Wizard
Tesla Zappies
Tesla Zappies Electro Dragon Electro Giant
Tesla Zappies Electro Dragon Electro Giant Electro Wizard Bats Zap
Bats Arrows Zap Tesla Zappies Electro Dragon Electro Giant Electro Wizard
Arrows

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 Electro Dragon
Arrows Zap Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows
Zap Arrows
Arrows Electro Giant Bats Zap Electro Dragon
Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Bats Electro Dragon Electro Wizard
Zap Arrows Electro Dragon Electro Wizard
Zap Arrows Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats
Zap Arrows Electro Dragon Electro Wizard
Zap Arrows Electro Dragon Electro Giant
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Giant Electro Dragon
Arrows Zap Electro Dragon Electro Wizard
Zap Arrows Electro Dragon
Zap Arrows
Bats Zap Arrows Electro Dragon Electro Giant Electro Wizard
Zap Electro Dragon Electro Wizard Bats Zappies Electro Giant
Zap Arrows Electro Dragon
Zap Arrows Zappies Electro Dragon Electro Wizard
Arrows
Zap Electro Wizard Bats Zappies Electro Dragon
Zap Arrows Zappies Electro Dragon Electro Wizard
Arrows
Electro Dragon Electro Wizard
Arrows Zap Electro Dragon
Zap Arrows Electro Giant
Electro Dragon
Zap Electro Dragon Electro Giant Bats Zappies Electro Wizard
Bats Zap Zappies Electro Dragon Electro Wizard
Electro Dragon Zap Electro Giant Electro Wizard

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