My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Electro Wizard Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Wizard Giant Skeleton Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket Freeze

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard Rocket Freeze

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.

Rocket Clone Freeze Giant Skeleton Inferno Dragon

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Clone Bomb Tower Freeze Electro Wizard Inferno Dragon Wizard Rocket Giant Skeleton

Shortest cycle

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

15 Clone Bomb Tower Freeze Electro Wizard

Attack Synergies 1 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.

Bomb Tower
Wizard
Giant Skeleton
Rocket
Clone
Giant Skeleton Electro Wizard Inferno Dragon
Freeze
Giant Skeleton
Clone Wizard Electro Wizard
Electro Wizard
Clone Giant Skeleton
Inferno Dragon
Clone

Defense Synergies 0 7

Bomb Tower
Electro Wizard
Wizard
Freeze Giant Skeleton Electro Wizard
Rocket
Clone
Freeze
Wizard Electro Wizard
Giant Skeleton
Wizard Electro Wizard
Electro Wizard
Bomb Tower Wizard Freeze Giant Skeleton Inferno Dragon
Inferno Dragon
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.

Rocket Wizard Electro Wizard
Bomb Tower Inferno Dragon Electro Wizard
Bomb Tower Rocket Freeze Giant Skeleton Electro Wizard Inferno Dragon
Bomb Tower Inferno Dragon Electro Wizard
Bomb Tower Rocket Giant Skeleton
Freeze Bomb Tower Electro Wizard
Rocket Electro Wizard Inferno Dragon Bomb Tower Wizard Freeze
Rocket Bomb Tower Giant Skeleton Electro Wizard
Inferno Dragon Bomb Tower
Giant Skeleton Electro Wizard
Electro Wizard Bomb Tower Wizard Freeze Giant Skeleton
Inferno Dragon Wizard Electro Wizard
Bomb Tower Wizard Rocket Freeze Giant Skeleton Electro Wizard
Bomb Tower Wizard Rocket Freeze Electro Wizard
Inferno Dragon Bomb Tower Electro Wizard
Bomb Tower Rocket Freeze Electro Wizard Inferno Dragon
Bomb Tower Wizard Electro Wizard
Bomb Tower Wizard Electro Wizard
Bomb Tower Wizard Freeze Giant Skeleton Electro Wizard Inferno Dragon
Bomb Tower Electro Wizard Inferno Dragon
Wizard Bomb Tower Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Giant Skeleton Electro Wizard
Electro Wizard Bomb Tower Wizard Rocket Inferno Dragon
Giant Skeleton Bomb Tower Rocket Electro Wizard
Rocket Giant Skeleton Electro Wizard
Giant Skeleton Inferno Dragon
Wizard Rocket Bomb Tower Freeze Electro Wizard
Rocket Bomb Tower Giant Skeleton Electro Wizard
Giant Skeleton Bomb Tower Inferno Dragon
Rocket Freeze Giant Skeleton Electro Wizard Bomb Tower Inferno Dragon
Inferno Dragon
Inferno Dragon Bomb Tower Giant Skeleton
Rocket Giant Skeleton Electro Wizard
Rocket Giant Skeleton Bomb Tower Wizard
Wizard Bomb Tower
Electro Wizard Bomb Tower Rocket Freeze Giant Skeleton Inferno Dragon
Bomb Tower Wizard Freeze Giant Skeleton 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.)

Rocket Freeze Giant Skeleton
Electro Wizard
Rocket Giant Skeleton
Rocket Freeze Giant Skeleton
Wizard Rocket
Wizard Rocket Freeze
Wizard
Wizard Freeze
Wizard
Rocket Electro Wizard
Rocket Wizard Electro Wizard
Wizard Rocket
Rocket
Rocket Freeze
Rocket Wizard
Wizard Rocket
Rocket Freeze
Rocket
Rocket Wizard Electro Wizard
Rocket Wizard
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket
Freeze Wizard
Inferno Dragon
Wizard Electro Wizard
Wizard
Rocket
Wizard Electro Wizard
Rocket Electro Wizard Wizard Freeze
Wizard Rocket
Rocket Freeze Electro Wizard
Giant Skeleton
Rocket Wizard
Electro Wizard Rocket Freeze
Rocket Wizard Electro Wizard
Freeze
Wizard Rocket Electro Wizard
Wizard
Rocket Giant Skeleton
Rocket Freeze Giant Skeleton Electro Wizard
Rocket Electro Wizard
Rocket Freeze Giant Skeleton Electro Wizard

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