My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
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.

Rascals Wizard Electro Dragon

Defensive buildings

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

Cannon

Investments

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

Rascals Wizard Electro Dragon Electro Giant

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Arrows

Punishments

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

Royal Hogs

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.

Rascals Heal Spirit Royal Hogs 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.

Royal Hogs 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
Royal Hogs
Giant Snowball
Cannon Royal Hogs Electro Dragon
Zap
Cannon Royal Hogs
Barbarian Barrel
Cannon Rascals Heal Spirit Wizard Royal Hogs
The Log
Cannon Rascals Heal Spirit Royal Hogs
Earthquake
Cannon Royal Hogs
Arrows
Rascals Heal Spirit Royal Hogs
Royal Delivery
Rascals Heal Spirit Wizard Royal Hogs Electro Dragon
Fireball
Cannon Rascals Wizard Royal Hogs Electro Dragon
Poison
Cannon Rascals Wizard Royal Hogs Electro Dragon
Lightning
Cannon Wizard Electro Dragon
Rocket
Rascals Wizard Royal Hogs Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon Electro Giant

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.

Arrows Heal Spirit 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.

Heal Spirit 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.

Heal Spirit Arrows Cannon Rascals Wizard Royal Hogs Electro Dragon Electro Giant

Shortest cycle

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

12 Heal Spirit Arrows Cannon Rascals

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.

Arrows
Royal Hogs
Cannon
Rascals
Electro Dragon
Heal Spirit
Royal Hogs Wizard Electro Dragon
Wizard
Heal Spirit Royal Hogs
Royal Hogs
Arrows Heal Spirit Wizard
Electro Dragon
Rascals Heal Spirit
Electro Giant

Defense Synergies 0 5

Arrows
Cannon
Cannon
Arrows Rascals Wizard Electro Dragon Electro Giant
Rascals
Cannon
Heal Spirit
Wizard
Cannon
Royal Hogs
Electro Dragon
Cannon
Electro Giant
Cannon

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.

Cannon Wizard Electro Dragon
Cannon Rascals Electro Dragon
Cannon Rascals Electro Dragon
Cannon Rascals Electro Dragon
Arrows
Arrows Cannon Rascals Electro Dragon
Arrows Cannon Rascals Wizard Electro Dragon
Arrows Cannon Rascals Electro Dragon Electro Giant
Cannon Rascals
Cannon Rascals
Arrows Cannon Rascals Wizard Electro Dragon Electro Giant
Arrows Rascals Wizard Electro Dragon
Cannon Rascals Wizard Electro Dragon
Wizard Arrows Cannon Rascals Electro Dragon
Cannon Rascals
Cannon Rascals Electro Giant
Wizard Arrows Cannon Rascals Electro Dragon
Arrows Cannon Rascals Wizard Electro Dragon
Arrows Wizard Cannon Rascals Electro Dragon
Cannon
Rascals Wizard Arrows Cannon Electro Dragon Electro Giant

Counters to secondary win conditions

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

Rascals Electro Giant
Arrows Wizard Electro Dragon
Rascals Electro Dragon
Rascals
Cannon Rascals
Arrows Wizard Electro Giant Rascals Electro Dragon
Rascals
Rascals
Electro Dragon
Cannon
Rascals Electro Dragon
Arrows Electro Giant
Rascals Cannon Wizard
Wizard Cannon Rascals Electro Dragon Electro Giant
Rascals Electro Dragon Electro Giant
Arrows Cannon Rascals Wizard Electro Dragon Electro Giant

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 Rascals Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Rascals
Wizard Arrows
Arrows Wizard Electro Giant Electro Dragon
Arrows Wizard
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon Electro Giant
Arrows Wizard
Arrows Electro Dragon
Arrows Electro Giant Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Arrows Wizard Electro Dragon Electro Giant
Electro Dragon Wizard Electro Giant
Arrows Wizard Electro Dragon
Arrows Electro Dragon
Arrows Wizard
Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Rascals Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Electro Giant
Electro Dragon
Electro Dragon Electro Giant Rascals
Electro Dragon
Electro Dragon Electro Giant

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