My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Tesla Zappies Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Tesla Zappies Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Lightning

Pump responses

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

Fireball Lightning

Dropped at the bridge

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

Electro Spirit Electro Giant

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 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
Skeletons
Giant Snowball
Skeletons Zappies
Zap
Skeletons Zappies
Barbarian Barrel
Skeletons Electro Spirit Tesla Zappies Electro Wizard
The Log
Skeletons Electro Spirit Zappies
Earthquake
Skeletons Tesla Zappies
Arrows
Skeletons Electro Spirit Zappies
Royal Delivery
Skeletons Electro Spirit Zappies Electro Wizard
Fireball
Tesla Zappies Electro Wizard
Poison
Zappies Electro Wizard
Lightning
Tesla Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Electro Giant

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.

Electro Spirit Electro Giant

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.

Fireball

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.

Fireball 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.

Skeletons Electro Spirit Tesla Fireball Zappies Electro Wizard Lightning Electro Giant

Shortest cycle

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

10 Skeletons Electro Spirit Tesla Fireball

Attack Synergies 1 3

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.

Skeletons
Electro Spirit
Fireball Electro Giant
Tesla
Fireball
Electro Spirit Electro Wizard
Zappies
Lightning
Electro Giant
Electro Giant
Lightning Electro Spirit
Electro Wizard
Fireball

Defense Synergies 1 11

Skeletons
Tesla Electro Spirit Zappies Electro Wizard
Electro Spirit
Skeletons Electro Wizard
Tesla
Skeletons Fireball Zappies Electro Wizard
Fireball
Tesla Zappies Electro Wizard
Zappies
Skeletons Tesla Fireball Electro Giant Electro Wizard
Lightning
Electro Giant
Zappies
Electro Wizard
Skeletons Electro Spirit Tesla Fireball Zappies

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 Tesla Fireball Zappies Electro Wizard
Skeletons Tesla Zappies Electro Wizard
Tesla Skeletons Zappies Lightning Electro Wizard
Tesla Skeletons Zappies Electro Wizard
Lightning Fireball
Fireball Skeletons Electro Spirit Tesla Zappies Electro Wizard
Tesla Lightning Electro Wizard Electro Spirit Fireball Zappies
Lightning Electro Spirit Tesla Fireball Electro Giant Electro Wizard
Tesla Zappies Skeletons
Skeletons Tesla Zappies Electro Wizard
Electro Wizard Skeletons Electro Spirit Tesla Fireball Zappies Electro Giant
Tesla Fireball Zappies Electro Wizard
Tesla Skeletons Fireball Zappies Lightning Electro Wizard
Fireball Electro Spirit Tesla Zappies Electro Wizard
Tesla Zappies Electro Wizard
Tesla Fireball Zappies Lightning Electro Giant Electro Wizard
Tesla Skeletons Fireball Zappies Electro Wizard
Tesla Fireball Electro Spirit Zappies Electro Wizard
Electro Spirit Tesla Fireball Zappies Electro Wizard
Tesla Zappies Electro Wizard
Electro Spirit Tesla Fireball Zappies Electro Giant Electro Wizard

Counters to secondary win conditions

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

Skeletons Tesla Fireball Zappies Electro Giant Electro Wizard
Fireball Electro Wizard Tesla Lightning
Zappies Skeletons Lightning Electro Wizard
Lightning Tesla Fireball Zappies Electro Wizard
Skeletons Tesla Zappies
Fireball Electro Giant Skeletons Electro Spirit Tesla Zappies Electro Wizard
Skeletons Tesla Fireball Zappies Lightning Electro Wizard
Tesla Zappies
Lightning Electro Wizard Skeletons Electro Spirit Fireball Zappies
Skeletons Tesla Zappies
Tesla Zappies
Lightning Fireball Electro Giant Electro Wizard
Lightning Skeletons Tesla Fireball Zappies
Tesla Fireball Zappies Electro Giant
Tesla Zappies Electro Giant Electro Wizard Skeletons Electro Spirit Fireball Lightning
Electro Spirit Tesla Fireball Zappies Electro Giant 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.)

Fireball Lightning
Fireball Electro Wizard
Lightning Fireball
Lightning Fireball
Fireball
Fireball Electro Giant Electro Spirit
Fireball Lightning
Fireball Lightning
Lightning Fireball Electro Wizard
Lightning Fireball Electro Wizard
Fireball Lightning
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning
Lightning Fireball Electro Wizard
Lightning Fireball Electro Giant
Lightning Fireball
Lightning Fireball
Lightning
Lightning Fireball
Electro Giant Electro Spirit Fireball
Fireball Lightning Electro Wizard
Fireball Lightning
Fireball Lightning
Lightning Fireball Electro Giant Electro Wizard
Lightning Electro Wizard Electro Spirit Fireball Zappies Electro Giant
Lightning Fireball
Lightning Fireball
Lightning Electro Spirit Fireball Zappies Electro Wizard
Fireball Lightning
Lightning Electro Wizard Electro Spirit Fireball Zappies
Fireball Lightning Zappies Electro Wizard
Fireball
Fireball Lightning Electro Wizard
Fireball Lightning
Lightning Fireball Electro Giant
Electro Giant Electro Spirit Fireball Zappies Lightning Electro Wizard
Fireball Zappies Lightning Electro Wizard
Lightning Fireball Electro Giant Electro Wizard

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