My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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

Defensive buildings

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

Cannon X-Bow

Investments

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

Wizard X-Bow Electro Wizard Sparky

Offensive cards

Win conditions

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

Wall Breakers X-Bow

Damage spells

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

Missing

Punishments

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

Wall Breakers X-Bow

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.

Wall Breakers X-Bow

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 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
Wall Breakers Clone Sparky
Giant Snowball
Cannon Wall Breakers Clone
Zap
Cannon Wall Breakers Clone X-Bow Sparky
Barbarian Barrel
Cannon Wizard Wall Breakers Clone X-Bow Electro Wizard Sparky
The Log
Cannon Wall Breakers Clone X-Bow Sparky
Earthquake
Cannon Clone X-Bow
Arrows
Wall Breakers Clone
Royal Delivery
Wizard Wall Breakers Clone Electro Wizard Sparky
Fireball
Cannon Wizard Wall Breakers Clone X-Bow Electro Wizard Sparky
Poison
Cannon Wizard Clone X-Bow Electro Wizard Sparky
Lightning
Cannon Wizard X-Bow Electro Wizard Sparky
Rocket
Wizard X-Bow Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky

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.

Clone Sparky

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.

Mirror Wall Breakers Cannon Clone Electro Wizard Wizard X-Bow Sparky

Shortest cycle

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

8 Mirror Wall Breakers Cannon Clone

Attack Synergies 0 8

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.

Cannon
Wizard
Sparky
Mirror
Wall Breakers X-Bow Sparky
Wall Breakers
Mirror Electro Wizard
Clone
Electro Wizard Sparky
X-Bow
Mirror
Electro Wizard
Wall Breakers Clone Sparky
Sparky
Wizard Mirror Clone Electro Wizard

Defense Synergies 1 8

Cannon
Mirror Wizard X-Bow Electro Wizard Sparky
Wizard
Cannon Electro Wizard
Mirror
Cannon Electro Wizard Sparky
Wall Breakers
Clone
X-Bow
Cannon Electro Wizard
Electro Wizard
Cannon Wizard Mirror X-Bow
Sparky
Cannon Mirror

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 X-Bow Electro Wizard Sparky
Sparky Cannon X-Bow Electro Wizard
Cannon Sparky Electro Wizard
Cannon Sparky Electro Wizard
X-Bow Sparky
Cannon X-Bow Electro Wizard
Electro Wizard Cannon Wizard X-Bow
Cannon X-Bow Electro Wizard Sparky
Cannon Sparky X-Bow
Cannon Electro Wizard Sparky
Electro Wizard Cannon Wizard X-Bow
Wizard Electro Wizard
Cannon Sparky Wizard X-Bow Electro Wizard
Wizard Sparky Cannon X-Bow Electro Wizard
Sparky Cannon X-Bow Electro Wizard
Cannon X-Bow Electro Wizard Sparky
Wizard Sparky Cannon X-Bow Electro Wizard
Cannon Wizard X-Bow Electro Wizard
Wizard Cannon Electro Wizard
Sparky Cannon Electro Wizard
Wizard Cannon Electro Wizard Sparky

Counters to secondary win conditions

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

X-Bow Electro Wizard Sparky
Electro Wizard Wizard X-Bow
Electro Wizard Sparky
X-Bow Electro Wizard Sparky
Cannon Sparky
Wizard Electro Wizard
Sparky Electro Wizard
Sparky
Electro Wizard X-Bow Sparky
Cannon Sparky
Sparky
Electro Wizard
Cannon Wizard Sparky
Wizard Cannon Sparky
Electro Wizard Sparky X-Bow
Cannon Wizard Electro Wizard Sparky

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.)

X-Bow Sparky
X-Bow Electro Wizard
X-Bow Sparky
Sparky
Wizard Sparky
Wizard
Wizard Sparky
X-Bow Wizard
Wizard X-Bow
X-Bow Electro Wizard Sparky
Wizard X-Bow Electro Wizard Sparky
Wizard
Sparky
X-Bow
X-Bow Sparky
X-Bow Wizard Sparky
Wizard X-Bow Sparky
Sparky
Sparky
Wizard X-Bow Electro Wizard Sparky
Wizard X-Bow
X-Bow Sparky
Wizard
X-Bow Sparky
X-Bow
Wizard Sparky
X-Bow Wizard Electro Wizard Sparky
Wizard X-Bow Sparky
X-Bow Sparky
Wizard X-Bow Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Wizard X-Bow Sparky
Electro Wizard Sparky
Sparky
Wizard Sparky
Electro Wizard X-Bow
Wizard Electro Wizard
Wizard Electro Wizard Sparky
Wizard
Sparky
Sparky
Electro Wizard Sparky
Electro Wizard
X-Bow Electro Wizard Sparky

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