My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Firecracker Mega Minion Wizard Electro 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.

Firecracker Royal Giant Mega Minion Wizard Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant Royal Ghost

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.

Barbarians Royal Giant Royal Ghost

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 Royal Ghost Electro Wizard

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
Royal Giant
Giant Snowball
Barbarians Mega Minion
Zap
Firecracker Royal Giant
Barbarian Barrel
Firecracker Barbarians Wizard Royal Ghost Electro Wizard
The Log
Firecracker Barbarians Royal Giant
Earthquake
Firecracker Barbarians
Arrows
Firecracker
Royal Delivery
Firecracker Barbarians Mega Minion Wizard Royal Ghost Electro Wizard
Fireball
Firecracker Barbarians Mega Minion Wizard Electro Wizard
Poison
Firecracker Barbarians Mega Minion Wizard Electro Wizard
Lightning
Mega Minion Wizard Electro Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Royal Ghost

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.

Mega Minion Royal Ghost

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.

Royal Giant

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.

Barbarians Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Mega Minion Royal Ghost Electro Wizard Barbarians Wizard Royal Giant

Shortest cycle

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

11 Zap Firecracker Mega Minion Royal Ghost

Attack Synergies 4 9

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
Firecracker Mega Minion Electro Wizard Royal Giant Royal Ghost
Firecracker
Zap Royal Giant Mega Minion
Barbarians
Royal Giant
Firecracker Zap Mega Minion Wizard Royal Ghost Electro Wizard
Mega Minion
Zap Firecracker Royal Giant
Wizard
Royal Giant Royal Ghost
Royal Ghost
Zap Royal Giant Wizard Electro Wizard
Electro Wizard
Zap Royal Giant Royal Ghost

Defense Synergies 2 10

Zap
Mega Minion Electro Wizard Firecracker Barbarians Royal Ghost
Firecracker
Zap Mega Minion Electro Wizard
Barbarians
Zap
Royal Giant
Mega Minion
Zap Firecracker Wizard Electro Wizard
Wizard
Mega Minion Royal Ghost Electro Wizard
Royal Ghost
Zap Wizard Electro Wizard
Electro Wizard
Zap Firecracker Mega Minion Wizard Royal Ghost

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 Firecracker Mega Minion Wizard Electro Wizard
Barbarians Zap Firecracker Mega Minion Electro Wizard
Barbarians Mega Minion Electro Wizard
Barbarians Firecracker Mega Minion Electro Wizard
Firecracker Barbarians
Zap Firecracker Mega Minion Royal Ghost Electro Wizard
Mega Minion Electro Wizard Zap Firecracker Wizard
Zap Barbarians Electro Wizard
Barbarians
Firecracker Barbarians Royal Ghost Electro Wizard
Barbarians Electro Wizard Zap Firecracker Mega Minion Wizard Royal Ghost
Mega Minion Zap Firecracker Wizard Electro Wizard
Barbarians Zap Wizard Electro Wizard
Wizard Zap Firecracker Barbarians Mega Minion Royal Ghost Electro Wizard
Barbarians Electro Wizard
Barbarians Zap Electro Wizard
Barbarians Wizard Firecracker Electro Wizard
Zap Firecracker Barbarians Mega Minion Wizard Royal Ghost Electro Wizard
Zap Wizard Firecracker Barbarians Mega Minion Royal Ghost Electro Wizard
Barbarians Electro Wizard
Wizard Royal Ghost Firecracker Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Royal Ghost Electro Wizard
Electro Wizard Zap Firecracker Mega Minion Wizard Royal Ghost
Barbarians Zap Electro Wizard
Zap Barbarians Electro Wizard
Barbarians
Firecracker Wizard Zap Electro Wizard
Barbarians Mega Minion Electro Wizard
Barbarians
Zap Electro Wizard Firecracker Barbarians Mega Minion
Barbarians Mega Minion
Barbarians Mega Minion
Zap Barbarians Electro Wizard
Barbarians Wizard
Wizard Firecracker Barbarians
Barbarians Electro Wizard Zap Firecracker Mega Minion
Zap Firecracker Barbarians Mega Minion Wizard Royal Ghost Electro 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.)

Firecracker Royal Ghost
Firecracker Zap Royal Ghost Electro Wizard
Firecracker Barbarians
Wizard Zap Firecracker
Firecracker Wizard Zap Mega Minion
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Electro Wizard
Firecracker Zap Wizard Electro Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Zap Firecracker Mega Minion Wizard Electro Wizard
Zap Firecracker Wizard
Wizard
Zap Barbarians
Zap Firecracker Wizard
Mega Minion
Firecracker Zap Wizard Royal Ghost Electro Wizard
Zap Wizard
Zap Firecracker
Zap Firecracker Wizard Electro Wizard
Zap Electro Wizard Firecracker Mega Minion Wizard
Mega Minion
Zap Wizard
Zap Firecracker Electro Wizard
Firecracker Wizard
Zap Electro Wizard Barbarians
Zap Firecracker Mega Minion Wizard Electro Wizard
Firecracker Mega Minion Wizard Electro Wizard
Zap Firecracker Wizard
Zap
Firecracker Mega Minion
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Royal Ghost Electro Wizard

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