My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Phoenix 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 Phoenix Magic Archer Sparky

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 Tornado

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.

Electro Spirit Heal Spirit Phoenix 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.

Electro Spirit Firecracker 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
Phoenix Sparky
Giant Snowball
Zap
Firecracker Sparky
Barbarian Barrel
Electro Spirit Firecracker Heal Spirit Magic Archer Sparky
The Log
Electro Spirit Firecracker Heal Spirit Sparky
Earthquake
Firecracker
Arrows
Electro Spirit Firecracker Heal Spirit
Royal Delivery
Electro Spirit Firecracker Heal Spirit Magic Archer Sparky
Fireball
Firecracker Magic Archer Sparky
Poison
Firecracker Phoenix Magic Archer Sparky
Lightning
Phoenix Magic Archer Sparky
Rocket
Phoenix Magic Archer Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Earthquake Tornado Magic Archer Sparky

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 Heal Spirit Tornado 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.

Heal Spirit

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Heal Spirit Firecracker Earthquake Tornado Phoenix Magic Archer Sparky

Shortest cycle

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

8 Electro Spirit Heal Spirit Firecracker Earthquake

Attack Synergies 2 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.

Electro Spirit
Phoenix Sparky
Firecracker
Earthquake Tornado Sparky
Heal Spirit
Sparky
Earthquake
Firecracker Tornado Sparky
Tornado
Magic Archer Sparky Firecracker Earthquake
Phoenix
Electro Spirit
Magic Archer
Tornado
Sparky
Tornado Electro Spirit Firecracker Heal Spirit Earthquake

Defense Synergies 2 6

Electro Spirit
Phoenix
Firecracker
Earthquake Tornado
Heal Spirit
Earthquake
Firecracker Tornado Sparky
Tornado
Magic Archer Sparky Firecracker Earthquake Sparky
Phoenix
Electro Spirit
Magic Archer
Tornado
Sparky
Tornado Earthquake Tornado

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 Firecracker Magic Archer Sparky
Sparky Firecracker Phoenix
Tornado Sparky
Sparky Firecracker Phoenix
Firecracker Earthquake Tornado Sparky
Tornado Electro Spirit Firecracker Earthquake Magic Archer
Tornado Electro Spirit Firecracker Phoenix Magic Archer
Earthquake Electro Spirit Phoenix Magic Archer Sparky
Sparky Tornado Phoenix
Tornado Firecracker Phoenix Sparky
Electro Spirit Firecracker Earthquake Tornado Magic Archer
Firecracker Tornado Phoenix Magic Archer
Sparky Earthquake
Sparky Electro Spirit Firecracker Earthquake Tornado Magic Archer
Sparky Phoenix
Tornado Sparky
Sparky Firecracker Tornado
Electro Spirit Firecracker Tornado Magic Archer
Earthquake Tornado Electro Spirit Firecracker Magic Archer
Sparky Tornado Phoenix
Electro Spirit Firecracker Earthquake Sparky

Counters to secondary win conditions

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

Sparky
Firecracker Phoenix Magic Archer
Sparky
Tornado Phoenix Sparky
Phoenix Sparky
Firecracker Electro Spirit Tornado Magic Archer
Sparky Phoenix
Phoenix Sparky
Electro Spirit Firecracker Tornado Phoenix Magic Archer Sparky
Phoenix Sparky
Phoenix Sparky
Tornado Phoenix
Sparky
Firecracker Magic Archer Sparky
Phoenix Sparky Electro Spirit Firecracker Tornado Magic Archer
Electro Spirit Firecracker Earthquake Phoenix Magic Archer 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 Magic Archer Firecracker Sparky
Firecracker Tornado Magic Archer
Earthquake Magic Archer Sparky
Earthquake Firecracker Sparky
Firecracker Earthquake Magic Archer Sparky
Firecracker Electro Spirit Tornado Magic Archer
Firecracker Earthquake Tornado Magic Archer Sparky
Earthquake Firecracker Tornado Magic Archer
Firecracker Tornado
Tornado Sparky
Firecracker Earthquake Tornado Magic Archer Sparky
Firecracker Tornado Magic Archer
Earthquake Firecracker Magic Archer Sparky
Earthquake Firecracker Magic Archer
Earthquake Firecracker Magic Archer Sparky
Earthquake Firecracker Magic Archer Sparky
Earthquake Magic Archer Firecracker Sparky
Earthquake Tornado Sparky
Sparky
Firecracker Earthquake Magic Archer Sparky
Firecracker Earthquake Tornado Magic Archer
Earthquake Magic Archer Sparky
Tornado
Tornado Sparky
Earthquake
Firecracker Earthquake Tornado Electro Spirit Magic Archer Sparky
Firecracker Earthquake Tornado Magic Archer Sparky
Tornado Magic Archer Sparky
Firecracker Tornado Magic Archer Sparky
Firecracker Tornado Magic Archer Sparky
Electro Spirit Firecracker
Sparky
Earthquake Magic Archer Sparky
Electro Spirit Firecracker Magic Archer Sparky
Sparky
Firecracker Earthquake Magic Archer Sparky
Earthquake Electro Spirit Magic Archer
Firecracker Tornado Magic Archer
Firecracker Magic Archer Sparky
Firecracker Earthquake Magic Archer
Tornado Sparky
Firecracker Sparky
Electro Spirit Firecracker Tornado Magic Archer Sparky
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer Sparky

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