My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Ice Wizard Electro Wizard

Defensive buildings

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

Missing

Investments

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

Wizard Ice Wizard Electro Wizard Sparky Mega Knight

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.

Earthquake Rage Tornado

Punishments

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

Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Mega Knight

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
Sparky
Giant Snowball
Zap
Sparky
Barbarian Barrel
Wizard Ice Wizard Electro Wizard Sparky
The Log
Sparky
Earthquake
Arrows
Royal Delivery
Wizard Ice Wizard Electro Wizard Sparky
Fireball
Wizard Ice Wizard Electro Wizard Sparky
Poison
Wizard Ice Wizard Electro Wizard Sparky
Lightning
Wizard Ice Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Wizard Tornado Ice Wizard Sparky Mega Knight

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.

Rage Tornado Ice Wizard Sparky Mega Knight

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 Ice 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.

Rage Earthquake Tornado Ice Wizard Electro Wizard Wizard Sparky Mega Knight

Shortest cycle

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

11 Rage Earthquake Tornado Ice Wizard

Attack Synergies 3 11

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.

Earthquake
Tornado Sparky Mega Knight
Wizard
Tornado Rage Sparky Mega Knight
Rage
Sparky Wizard Electro Wizard
Tornado
Wizard Sparky Earthquake Ice Wizard Mega Knight
Ice Wizard
Tornado
Electro Wizard
Rage Sparky Mega Knight
Sparky
Rage Tornado Earthquake Wizard Electro Wizard
Mega Knight
Earthquake Wizard Tornado Electro Wizard

Defense Synergies 3 12

Earthquake
Tornado Ice Wizard Sparky Mega Knight
Wizard
Tornado Ice Wizard Electro Wizard Mega Knight
Rage
Tornado
Wizard Ice Wizard Sparky Earthquake Electro Wizard Sparky Mega Knight
Ice Wizard
Tornado Earthquake Wizard Mega Knight
Electro Wizard
Wizard Tornado Mega Knight
Sparky
Tornado Earthquake Tornado
Mega Knight
Earthquake Wizard Tornado Ice Wizard 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.

Earthquake Wizard Electro Wizard Sparky
Sparky Ice Wizard Electro Wizard Mega Knight
Tornado Sparky Mega Knight Ice Wizard Electro Wizard
Sparky Ice Wizard Electro Wizard Mega Knight
Earthquake Tornado Sparky Mega Knight
Tornado Earthquake Ice Wizard Electro Wizard Mega Knight
Tornado Electro Wizard Wizard Ice Wizard
Earthquake Electro Wizard Sparky Mega Knight
Sparky Tornado Ice Wizard
Tornado Ice Wizard Electro Wizard Sparky Mega Knight
Ice Wizard Electro Wizard Earthquake Wizard Tornado Mega Knight
Wizard Tornado Ice Wizard Electro Wizard
Sparky Mega Knight Earthquake Wizard Ice Wizard Electro Wizard
Wizard Sparky Mega Knight Earthquake Tornado Electro Wizard
Sparky Electro Wizard Mega Knight
Tornado Electro Wizard Sparky Mega Knight
Wizard Sparky Mega Knight Tornado Electro Wizard
Mega Knight Wizard Tornado Ice Wizard Electro Wizard
Earthquake Wizard Tornado Ice Wizard Electro Wizard Mega Knight
Sparky Tornado Electro Wizard
Wizard Mega Knight Earthquake Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight Electro Wizard Sparky
Electro Wizard Wizard Mega Knight
Mega Knight Electro Wizard Sparky
Mega Knight Tornado Electro Wizard Sparky
Sparky Mega Knight
Wizard Tornado Ice Wizard Electro Wizard
Sparky Ice Wizard Electro Wizard
Mega Knight Sparky
Electro Wizard Mega Knight Tornado Sparky
Sparky
Mega Knight Sparky
Mega Knight Tornado Electro Wizard
Mega Knight Wizard Sparky
Wizard Sparky Mega Knight
Electro Wizard Sparky Tornado
Mega Knight Earthquake Wizard Ice 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.)

Earthquake Sparky
Tornado Ice Wizard Electro Wizard
Earthquake Sparky
Earthquake Sparky
Wizard Earthquake Sparky Mega Knight
Wizard Tornado Ice Wizard
Earthquake Wizard Tornado Sparky
Earthquake Wizard Tornado Ice Wizard
Wizard Tornado
Tornado Electro Wizard Sparky
Earthquake Wizard Tornado Electro Wizard Sparky
Wizard Tornado
Earthquake Sparky
Earthquake
Earthquake Sparky
Earthquake Wizard Sparky
Earthquake Wizard Sparky Mega Knight
Earthquake Tornado Sparky
Sparky
Earthquake Wizard Electro Wizard Sparky Mega Knight
Earthquake Wizard Tornado Mega Knight
Earthquake Sparky Mega Knight
Wizard Tornado
Tornado Sparky
Earthquake
Earthquake Tornado Wizard Ice Wizard Sparky Mega Knight
Earthquake Wizard Tornado Ice Wizard Electro Wizard Sparky
Wizard Tornado Sparky Mega Knight
Tornado Sparky
Wizard Tornado Ice Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Earthquake Wizard Sparky Mega Knight
Electro Wizard Sparky
Sparky Mega Knight
Earthquake Wizard Sparky
Earthquake Electro Wizard
Wizard Tornado Ice Wizard Electro Wizard
Wizard Electro Wizard Sparky Mega Knight
Earthquake Wizard
Tornado Sparky
Sparky Mega Knight
Tornado Electro Wizard Sparky
Tornado Electro Wizard
Tornado Electro Wizard Sparky Mega Knight

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