My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Electro Wizard Inferno Dragon

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.

Zappies Cannon Cart Electro Giant Electro Wizard Inferno Dragon Lumberjack

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.

Missing

Punishments

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

Cannon Cart Lumberjack

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 Spirit Cannon Cart Electro Giant Lumberjack

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 Spirit Electro Wizard Lumberjack

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
Skeleton Army Cannon Cart Inferno Dragon
Giant Snowball
Zappies Skeleton Army Inferno Dragon Lumberjack
Zap
Zappies Skeleton Army Cannon Cart Inferno Dragon
Barbarian Barrel
Electro Spirit Zappies Skeleton Army Cannon Cart Electro Wizard Lumberjack
The Log
Electro Spirit Zappies Skeleton Army Cannon Cart Lumberjack
Earthquake
Zappies Skeleton Army
Arrows
Electro Spirit Zappies Skeleton Army
Royal Delivery
Electro Spirit Zappies Skeleton Army Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Fireball
Zappies Skeleton Army Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Poison
Zappies Skeleton Army Electro Wizard
Lightning
Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Rocket
Cannon Cart Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Skeleton Army Electro Giant Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Skeleton Army Zappies Electro Wizard Inferno Dragon Lumberjack Cannon Cart Electro Giant

Shortest cycle

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

12 Electro Spirit Skeleton Army Zappies Electro Wizard

Attack Synergies 0 10

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.

Electro Spirit
Cannon Cart Electro Giant Lumberjack
Zappies
Cannon Cart Lumberjack
Skeleton Army
Cannon Cart
Electro Spirit Zappies Electro Wizard Lumberjack
Electro Giant
Electro Spirit Inferno Dragon Lumberjack
Electro Wizard
Cannon Cart Lumberjack
Inferno Dragon
Electro Giant
Lumberjack
Electro Spirit Zappies Cannon Cart Electro Giant Electro Wizard

Defense Synergies 0 16

Electro Spirit
Electro Wizard Lumberjack
Zappies
Skeleton Army Cannon Cart Electro Giant Electro Wizard Lumberjack
Skeleton Army
Zappies Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Cannon Cart
Zappies Skeleton Army Electro Wizard Lumberjack
Electro Giant
Zappies Inferno Dragon
Electro Wizard
Electro Spirit Zappies Skeleton Army Cannon Cart Inferno Dragon Lumberjack
Inferno Dragon
Skeleton Army Electro Giant Electro Wizard
Lumberjack
Electro Spirit Zappies Skeleton Army Cannon Cart 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.

Cannon Cart Zappies Electro Wizard
Skeleton Army Inferno Dragon Lumberjack Zappies Cannon Cart Electro Wizard
Skeleton Army Lumberjack Zappies Cannon Cart Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Lumberjack Zappies Cannon Cart Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Electro Spirit Zappies Cannon Cart Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Electro Spirit Zappies
Electro Spirit Cannon Cart Electro Giant Electro Wizard
Zappies Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Zappies Cannon Cart Electro Wizard Lumberjack
Skeleton Army Electro Wizard Electro Spirit Zappies Cannon Cart Electro Giant Lumberjack
Inferno Dragon Zappies Electro Wizard
Skeleton Army Lumberjack Zappies Cannon Cart Electro Wizard
Skeleton Army Electro Spirit Zappies Cannon Cart Electro Wizard Lumberjack
Skeleton Army Inferno Dragon Zappies Cannon Cart Electro Wizard Lumberjack
Skeleton Army Zappies Electro Giant Electro Wizard Inferno Dragon Lumberjack
Zappies Skeleton Army Cannon Cart Electro Wizard Lumberjack
Electro Spirit Zappies Skeleton Army Cannon Cart Electro Wizard Lumberjack
Electro Spirit Zappies Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Zappies Cannon Cart Electro Wizard Inferno Dragon Lumberjack
Skeleton Army Electro Spirit Zappies Cannon Cart Electro Giant Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zappies Cannon Cart Electro Giant Electro Wizard
Electro Wizard Cannon Cart Inferno Dragon Lumberjack
Zappies Skeleton Army Lumberjack Cannon Cart Electro Wizard
Skeleton Army Lumberjack Zappies Cannon Cart Electro Wizard
Zappies Skeleton Army Cannon Cart Inferno Dragon Lumberjack
Electro Giant Electro Spirit Zappies Electro Wizard
Skeleton Army Zappies Cannon Cart Electro Wizard Lumberjack
Zappies Skeleton Army Cannon Cart Inferno Dragon Lumberjack
Electro Wizard Electro Spirit Zappies Skeleton Army Cannon Cart Inferno Dragon
Zappies Skeleton Army Inferno Dragon
Inferno Dragon Zappies Cannon Cart Lumberjack
Skeleton Army Electro Giant Electro Wizard
Skeleton Army Cannon Cart Zappies Lumberjack
Zappies Skeleton Army Cannon Cart Electro Giant
Zappies Skeleton Army Electro Giant Electro Wizard Electro Spirit Cannon Cart Inferno Dragon Lumberjack
Electro Spirit Zappies Cannon Cart Electro Giant 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.)

Electro Wizard
Cannon Cart
Cannon Cart
Electro Giant Electro Spirit
Electro Wizard Lumberjack
Cannon Cart Electro Wizard
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Cannon Cart
Electro Wizard
Electro Giant
Cannon Cart
Electro Giant Electro Spirit
Inferno Dragon
Electro Wizard
Electro Giant Electro Wizard
Electro Wizard Electro Spirit Zappies Electro Giant
Electro Spirit Zappies Electro Wizard
Electro Wizard Electro Spirit Zappies Skeleton Army Cannon Cart
Zappies Electro Wizard
Cannon Cart Electro Wizard Lumberjack
Electro Giant
Cannon Cart
Electro Giant Electro Spirit Zappies Electro Wizard
Zappies Electro Wizard
Cannon Cart Electro Giant Electro Wizard

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