My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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.

Firecracker Zappies Wizard Witch Electro Wizard Magic Archer

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.

Firecracker Zappies Wizard Witch Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Void

Punishments

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

Hog Rider

Pump responses

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

Void

Dropped at the bridge

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

Hog Rider Magic Archer

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.

Firecracker Hog Rider Electro Wizard Magic Archer

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
Hog Rider
Giant Snowball
Hog Rider Zappies Witch
Zap
Firecracker Zappies Witch
Barbarian Barrel
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer
The Log
Firecracker Hog Rider Zappies Witch
Earthquake
Firecracker Hog Rider Zappies Witch
Arrows
Firecracker Zappies Witch
Royal Delivery
Firecracker Hog Rider Zappies Wizard Witch Electro Wizard Magic Archer
Fireball
Firecracker Hog Rider Zappies Wizard Witch Electro Wizard Magic Archer
Poison
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer
Lightning
Wizard Witch Electro Wizard Magic Archer
Rocket
Hog Rider Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Magic Archer

Ladder info

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 Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Void Hog Rider Zappies Electro Wizard Magic Archer Wizard Witch

Shortest cycle

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

14 Firecracker Void Hog Rider Zappies

Attack Synergies 1 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.

Firecracker
Hog Rider Zappies
Hog Rider
Firecracker Zappies Wizard Void Witch Electro Wizard Magic Archer
Zappies
Firecracker Hog Rider
Wizard
Hog Rider
Void
Hog Rider
Witch
Hog Rider
Electro Wizard
Hog Rider Magic Archer
Magic Archer
Hog Rider Electro Wizard

Defense Synergies 0 6

Firecracker
Zappies Electro Wizard
Hog Rider
Zappies
Firecracker Electro Wizard
Wizard
Electro Wizard
Void
Witch
Electro Wizard
Electro Wizard
Firecracker Zappies Wizard Witch Magic Archer
Magic Archer
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.

Firecracker Zappies Wizard Void Electro Wizard Magic Archer
Firecracker Zappies Witch Electro Wizard
Witch Zappies Void Electro Wizard
Witch Firecracker Zappies Electro Wizard
Firecracker
Firecracker Zappies Electro Wizard Magic Archer
Electro Wizard Firecracker Zappies Wizard Void Witch Magic Archer
Void Electro Wizard Magic Archer
Zappies Witch
Firecracker Zappies Electro Wizard
Witch Electro Wizard Firecracker Zappies Wizard Magic Archer
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer
Zappies Wizard Witch Electro Wizard
Wizard Firecracker Zappies Witch Electro Wizard Magic Archer
Zappies Electro Wizard
Zappies Electro Wizard
Wizard Firecracker Zappies Witch Electro Wizard
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer
Wizard Witch Firecracker Zappies Electro Wizard Magic Archer
Zappies Electro Wizard
Wizard Firecracker Zappies Witch Electro Wizard

Counters to secondary win conditions

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

Zappies Void Witch Electro Wizard
Void Electro Wizard Firecracker Wizard Magic Archer
Zappies Witch Electro Wizard
Zappies Electro Wizard
Zappies Witch
Firecracker Wizard Zappies Witch Electro Wizard Magic Archer
Zappies Void Witch Electro Wizard
Zappies
Void Electro Wizard Firecracker Zappies Witch Magic Archer
Witch Zappies
Zappies Witch
Void Electro Wizard
Zappies Wizard Witch
Wizard Firecracker Zappies Witch Magic Archer
Zappies Witch Electro Wizard Firecracker Magic Archer
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer

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.)

Void Magic Archer Firecracker
Firecracker Void Electro Wizard Magic Archer
Void Magic Archer
Firecracker Void
Wizard Firecracker Magic Archer
Firecracker Wizard Witch Magic Archer
Firecracker Wizard Witch Magic Archer
Firecracker Wizard Magic Archer
Void Firecracker Wizard
Void Electro Wizard
Firecracker Void Wizard Electro Wizard Magic Archer
Void Firecracker Wizard Magic Archer
Firecracker Void Magic Archer
Firecracker Void Magic Archer
Firecracker Magic Archer
Firecracker Wizard Witch Magic Archer
Magic Archer Firecracker Wizard
Void Firecracker Wizard Electro Wizard Magic Archer
Firecracker Wizard Witch Magic Archer
Void Magic Archer
Wizard Void
Void
Void
Firecracker Wizard Witch Magic Archer
Witch
Firecracker Void Wizard Witch Electro Wizard Magic Archer
Void Wizard Witch Magic Archer
Void Firecracker Magic Archer
Firecracker Wizard Witch Electro Wizard Magic Archer
Electro Wizard Firecracker Zappies Wizard Void Witch
Void
Void Wizard Magic Archer
Void Firecracker Zappies Electro Wizard Magic Archer
Firecracker Wizard Magic Archer
Electro Wizard Zappies Void Witch Magic Archer
Firecracker Zappies Wizard Witch Electro Wizard Magic Archer
Void Firecracker Wizard Electro Wizard Magic Archer
Firecracker Wizard Magic Archer
Void
Firecracker
Firecracker Zappies Witch Electro Wizard Magic Archer
Firecracker Zappies Void Witch Electro Wizard Magic Archer
Void Firecracker Witch Electro Wizard Magic Archer

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