My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Sparky

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.

Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado Electro Giant Sparky

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 Tornado Electro Giant Sparky

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Tornado Tesla Zappies Electro Wizard Sparky Electro Giant

Shortest cycle

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

9 Skeletons Electro Spirit Tornado Tesla

Attack Synergies 2 4

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
Electro Giant Sparky
Tesla
Zappies
Tornado
Electro Giant Sparky
Electro Giant
Tornado Electro Spirit Sparky
Electro Wizard
Sparky
Sparky
Tornado Electro Spirit Electro Giant Electro Wizard

Defense Synergies 2 15

Skeletons
Tesla Electro Spirit Zappies Tornado Electro Wizard Sparky
Electro Spirit
Skeletons Electro Wizard
Tesla
Skeletons Zappies Tornado Electro Wizard
Zappies
Skeletons Tesla Tornado Electro Giant Electro Wizard
Tornado
Sparky Skeletons Tesla Zappies Electro Giant Electro Wizard Sparky
Electro Giant
Zappies Tornado
Electro Wizard
Skeletons Electro Spirit Tesla Zappies Tornado
Sparky
Tornado Skeletons Tornado

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.

Tesla Zappies Electro Wizard Sparky
Sparky Skeletons Tesla Zappies Electro Wizard
Tesla Tornado Sparky Skeletons Zappies Electro Wizard
Tesla Sparky Skeletons Zappies Electro Wizard
Tornado Sparky
Tornado Skeletons Electro Spirit Tesla Zappies Electro Wizard
Tesla Tornado Electro Wizard Electro Spirit Zappies
Electro Spirit Tesla Electro Giant Electro Wizard Sparky
Tesla Zappies Sparky Skeletons Tornado
Tornado Skeletons Tesla Zappies Electro Wizard Sparky
Electro Wizard Skeletons Electro Spirit Tesla Zappies Tornado Electro Giant
Tesla Zappies Tornado Electro Wizard
Tesla Sparky Skeletons Zappies Electro Wizard
Sparky Electro Spirit Tesla Zappies Tornado Electro Wizard
Sparky Tesla Zappies Electro Wizard
Tornado Tesla Zappies Electro Giant Electro Wizard Sparky
Tesla Sparky Skeletons Zappies Tornado Electro Wizard
Tesla Electro Spirit Zappies Tornado Electro Wizard
Tornado Electro Spirit Tesla Zappies Electro Wizard
Sparky Tesla Zappies Tornado Electro Wizard
Electro Spirit Tesla Zappies Electro Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Skeletons Tesla Zappies Electro Giant Electro Wizard Sparky
Electro Wizard Tesla
Zappies Skeletons Electro Wizard Sparky
Tesla Zappies Tornado Electro Wizard Sparky
Skeletons Tesla Zappies Sparky
Electro Giant Skeletons Electro Spirit Tesla Zappies Tornado Electro Wizard
Sparky Skeletons Tesla Zappies Electro Wizard
Tesla Zappies Sparky
Electro Wizard Skeletons Electro Spirit Zappies Tornado Sparky
Skeletons Tesla Zappies Sparky
Tesla Zappies Sparky
Tornado Electro Giant Electro Wizard
Skeletons Tesla Zappies Sparky
Tesla Zappies Electro Giant Sparky
Tesla Zappies Electro Giant Electro Wizard Sparky Skeletons Electro Spirit Tornado
Electro Spirit Tesla Zappies Electro Giant Electro Wizard Sparky

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.)

Sparky
Tornado Electro Wizard
Sparky
Sparky
Sparky
Electro Giant Electro Spirit Tornado
Tornado Sparky
Tornado
Tornado
Tornado Electro Wizard Sparky
Tornado Electro Wizard Sparky
Tornado
Sparky
Sparky
Sparky
Sparky
Tornado Sparky
Sparky
Electro Wizard Sparky
Tornado Electro Giant
Sparky
Tornado
Tornado Sparky
Tornado Electro Giant Electro Spirit Sparky
Tornado Electro Wizard Sparky
Tornado Sparky
Tornado Sparky
Tornado Electro Giant Electro Wizard Sparky
Electro Wizard Electro Spirit Zappies Electro Giant
Sparky
Sparky
Electro Spirit Zappies Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Electro Spirit Zappies
Zappies Tornado Electro Wizard
Electro Wizard Sparky
Tornado Electro Giant Sparky
Sparky
Electro Giant Electro Spirit Zappies Tornado Electro Wizard Sparky
Zappies Tornado Electro Wizard
Tornado Electro Giant Electro Wizard Sparky

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