My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Minion Horde 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.

Giant Wizard Elixir Collector

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Rage

Punishments

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

Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Minion Horde Giant

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
Minions Minion Horde Giant
Giant Snowball
Minions Minion Horde
Zap
Minions Minion Horde
Barbarian Barrel
Wizard
The Log
Earthquake
Elixir Collector
Arrows
Minions Minion Horde
Royal Delivery
Minions Minion Horde Wizard
Fireball
Minions Minion Horde Wizard Elixir Collector
Poison
Minions Minion Horde Wizard Elixir Collector
Lightning
Wizard Elixir Collector
Rocket
Minion Horde Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Elixir Collector Rage

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.

Minions Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage Minions Minion Horde Giant Wizard Elixir Collector

Shortest cycle

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

7 Mirror Zap Rage Minions

Attack Synergies 6 6

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.

Zap
Giant Mirror Minions Minion Horde
Minions
Giant Rage Zap
Minion Horde
Rage Zap Giant Mirror
Giant
Zap Minions Rage Minion Horde Wizard
Wizard
Giant Rage
Elixir Collector
Mirror
Zap Minion Horde
Rage
Minions Minion Horde Giant Wizard

Defense Synergies 2 2

Zap
Mirror Minions Minion Horde
Minions
Zap
Minion Horde
Mirror Zap
Giant
Wizard
Elixir Collector
Mirror
Zap Minion Horde
Rage

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.

Zap Minions Minion Horde Wizard
Minion Horde Zap Minions
Minion Horde Minions
Minion Horde Minions
Zap Minions
Minions Minion Horde Zap Wizard
Zap
Minion Horde Minions
Minion Horde
Minions Minion Horde Zap Wizard
Minions Minion Horde Zap Wizard
Minion Horde Zap Minions Wizard
Wizard Zap Minions Minion Horde
Minion Horde
Minion Horde Zap
Minion Horde Wizard Minions
Zap Minions Minion Horde Wizard
Zap Wizard Minions
Wizard Minions Minion Horde

Counters to secondary win conditions

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

Zap
Zap Wizard
Zap Minions Minion Horde
Zap Minion Horde
Minion Horde
Wizard Zap Minions Minion Horde
Minions Minion Horde
Minion Horde
Zap Minion Horde Minions
Minion Horde
Minions Minion Horde
Zap
Minion Horde Wizard
Wizard Minion Horde
Zap Minions Minion Horde
Minions Zap Minion Horde Wizard

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.)

Minion Horde
Zap
Minion Horde
Wizard Zap Minion Horde
Wizard Zap Minions Minion Horde
Minion Horde Wizard
Zap Wizard
Zap Wizard
Minions Minion Horde
Zap Minion Horde Wizard
Zap Wizard
Minions Minion Horde
Zap
Zap Minion Horde Wizard
Minion Horde Wizard
Minions Minion Horde
Zap Wizard
Zap Wizard
Minions Minion Horde
Wizard
Zap Minion Horde
Zap Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Zap Minion Horde Wizard
Zap Minions Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Minions
Zap Wizard
Minion Horde Wizard
Zap Wizard
Zap
Minion Horde
Zap Minions Minion Horde
Zap
Zap

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