My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Bad

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon

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 Baby Dragon

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 Tornado Lightning

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.

Lightning

Dropped at the bridge

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

Giant Baby Dragon

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 Guards
Giant Snowball
Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Wizard Guards
The Log
Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Baby Dragon
Fireball
Wizard Baby Dragon
Poison
Wizard Guards
Lightning
Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Baby Dragon

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.

Rage Guards Tornado Baby Dragon

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

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.

Zap Rage Guards Tornado Baby Dragon Giant Wizard Lightning

Shortest cycle

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

10 Zap Rage Guards Tornado

Attack Synergies 6 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.

Zap
Giant Tornado Guards Baby Dragon
Giant
Zap Rage Lightning Wizard Guards Tornado Baby Dragon
Wizard
Tornado Giant Rage
Rage
Giant Wizard
Guards
Zap Giant
Tornado
Zap Wizard Baby Dragon Giant
Baby Dragon
Tornado Zap Giant Lightning
Lightning
Giant Baby Dragon

Defense Synergies 1 6

Zap
Guards Tornado Baby Dragon
Giant
Wizard
Tornado Guards
Rage
Guards
Zap Wizard Baby Dragon
Tornado
Wizard Zap Baby Dragon
Baby Dragon
Zap Guards Tornado
Lightning

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.

Lightning Zap Wizard Baby Dragon
Zap
Tornado Lightning
Guards
Lightning Tornado
Tornado Zap Guards Baby Dragon
Tornado Lightning Zap Wizard Baby Dragon
Lightning Zap Baby Dragon
Tornado
Guards Tornado
Guards Zap Wizard Tornado Baby Dragon
Zap Wizard Tornado Baby Dragon
Zap Wizard Guards Lightning
Wizard Zap Guards Tornado Baby Dragon
Tornado Zap Lightning
Wizard Tornado
Zap Wizard Guards Tornado Baby Dragon
Zap Wizard Tornado Baby Dragon Guards
Tornado
Wizard Guards Baby Dragon

Counters to secondary win conditions

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

Guards Zap
Zap Wizard Baby Dragon Lightning
Guards Zap Lightning
Guards Lightning Zap Tornado
Guards
Wizard Zap Tornado Baby Dragon
Guards Lightning
Zap Lightning Tornado Baby Dragon
Guards
Guards
Lightning Zap Guards Tornado
Lightning Wizard Guards
Wizard Baby Dragon
Guards Zap Tornado Baby Dragon Lightning
Zap Wizard Baby Dragon

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.)

Lightning Guards Baby Dragon
Zap Tornado Baby Dragon
Lightning Baby Dragon
Lightning Guards
Wizard Zap Baby Dragon
Wizard Zap Tornado Baby Dragon
Wizard Tornado Baby Dragon
Zap Wizard Tornado Baby Dragon Lightning
Zap Wizard Tornado Lightning
Lightning Guards Tornado
Lightning Zap Wizard Tornado
Lightning Zap Wizard Tornado Baby Dragon
Lightning Baby Dragon
Lightning Baby Dragon
Lightning Zap Baby Dragon
Lightning Zap Wizard Baby Dragon
Lightning Wizard Baby Dragon
Lightning Tornado
Lightning
Lightning Zap Wizard Baby Dragon
Lightning Zap Wizard Tornado Baby Dragon
Lightning Baby Dragon
Lightning Wizard Tornado
Tornado Lightning
Lightning Zap Baby Dragon
Zap Tornado Wizard Baby Dragon
Zap Wizard Tornado Baby Dragon Lightning
Lightning Zap Wizard Tornado Baby Dragon
Lightning Zap Tornado Baby Dragon
Lightning Zap Wizard Tornado Baby Dragon
Zap Lightning Wizard Guards
Lightning
Lightning Zap Wizard
Zap Lightning
Wizard Lightning
Zap Lightning Guards
Lightning Zap Wizard Tornado Baby Dragon
Lightning Wizard Baby Dragon
Zap Wizard Baby Dragon Lightning
Lightning Zap Tornado
Zap Guards Tornado Baby Dragon Lightning
Zap Tornado Lightning
Lightning Zap Tornado Baby Dragon

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