My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Giant Skeleton Electro Wizard Magic Archer

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.

Zap Rocket Tornado Freeze

Pump responses

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

Rocket

Dropped at the bridge

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

Giant Skeleton 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.

Giant Skeleton 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
Giant Skeleton
Giant Snowball
Zap
Barbarian Barrel
Giant Skeleton Electro Wizard Magic Archer
The Log
Giant Skeleton
Earthquake
Arrows
Royal Delivery
Giant Skeleton Electro Wizard Magic Archer
Fireball
Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Tornado Freeze Magic Archer

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.

Rocket Tornado Freeze Giant Skeleton

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.

Mirror Zap Tornado Freeze Electro Wizard Magic Archer Rocket Giant Skeleton

Shortest cycle

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

9 Mirror Zap Tornado Freeze

Attack Synergies 5 13

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
Mirror Tornado Electro Wizard Freeze Giant Skeleton Magic Archer
Rocket
Tornado Mirror
Mirror
Zap Rocket Tornado Freeze Giant Skeleton Magic Archer
Tornado
Zap Rocket Magic Archer Mirror Freeze Giant Skeleton
Freeze
Zap Mirror Tornado
Giant Skeleton
Zap Mirror Tornado Electro Wizard Magic Archer
Electro Wizard
Zap Giant Skeleton Magic Archer
Magic Archer
Tornado Zap Mirror Giant Skeleton Electro Wizard

Defense Synergies 5 11

Zap
Mirror Electro Wizard Tornado Giant Skeleton Magic Archer
Rocket
Tornado
Mirror
Zap Tornado Electro Wizard Magic Archer
Tornado
Rocket Mirror Magic Archer Zap Giant Skeleton Electro Wizard
Freeze
Electro Wizard
Giant Skeleton
Zap Tornado Electro Wizard Magic Archer
Electro Wizard
Zap Mirror Tornado Freeze Giant Skeleton Magic Archer
Magic Archer
Tornado Zap Mirror Giant Skeleton 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.

Rocket Zap Electro Wizard Magic Archer
Zap Electro Wizard
Rocket Tornado Freeze Giant Skeleton Electro Wizard
Electro Wizard
Rocket Tornado Giant Skeleton
Tornado Freeze Zap Electro Wizard Magic Archer
Rocket Tornado Electro Wizard Zap Freeze Magic Archer
Rocket Zap Giant Skeleton Electro Wizard Magic Archer
Tornado
Tornado Giant Skeleton Electro Wizard
Electro Wizard Zap Tornado Freeze Giant Skeleton Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Rocket Freeze Giant Skeleton Electro Wizard
Rocket Zap Tornado Freeze Electro Wizard Magic Archer
Electro Wizard
Rocket Tornado Zap Freeze Electro Wizard
Tornado Electro Wizard
Zap Tornado Electro Wizard Magic Archer
Zap Tornado Freeze Giant Skeleton Electro Wizard Magic Archer
Tornado Electro Wizard
Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Rocket Magic Archer
Giant Skeleton Zap Rocket Electro Wizard
Rocket Giant Skeleton Zap Tornado Electro Wizard
Giant Skeleton
Rocket Zap Tornado Freeze Electro Wizard Magic Archer
Rocket Giant Skeleton Electro Wizard
Giant Skeleton
Zap Rocket Freeze Giant Skeleton Electro Wizard Tornado Magic Archer
Giant Skeleton
Rocket Zap Tornado Giant Skeleton Electro Wizard
Rocket Giant Skeleton
Magic Archer
Electro Wizard Zap Rocket Tornado Freeze Giant Skeleton Magic Archer
Zap Freeze Giant Skeleton 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.)

Magic Archer Rocket Freeze Giant Skeleton
Zap Tornado Electro Wizard Magic Archer
Rocket Giant Skeleton Magic Archer
Rocket Freeze Giant Skeleton
Rocket Zap Magic Archer
Zap Rocket Tornado Freeze Magic Archer
Tornado Magic Archer
Zap Tornado Freeze Magic Archer
Zap Tornado
Rocket Tornado Electro Wizard
Rocket Zap Tornado Electro Wizard Magic Archer
Zap Rocket Tornado Magic Archer
Rocket Magic Archer
Rocket Freeze Magic Archer
Zap Magic Archer
Rocket Zap Magic Archer
Magic Archer Rocket
Rocket Tornado Freeze
Rocket
Rocket Zap Electro Wizard Magic Archer
Rocket Zap Tornado Magic Archer
Rocket Giant Skeleton Magic Archer
Rocket Tornado
Rocket Tornado
Rocket Zap
Zap Tornado Freeze Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Tornado Magic Archer
Rocket Zap Tornado Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Rocket Electro Wizard Freeze
Zap Rocket Magic Archer
Zap Rocket Freeze Electro Wizard Magic Archer
Giant Skeleton
Rocket Magic Archer
Zap Electro Wizard Rocket Freeze Magic Archer
Rocket Zap Tornado Electro Wizard Magic Archer
Freeze
Rocket Electro Wizard Magic Archer
Zap Magic Archer
Rocket Zap Tornado Giant Skeleton
Zap Rocket Tornado Freeze Giant Skeleton Electro Wizard Magic Archer
Zap Rocket Tornado Electro Wizard Magic Archer
Zap Rocket Tornado Freeze Giant Skeleton Electro Wizard Magic Archer

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