My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon 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 Electro Dragon 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.

Zap

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 Heal 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 Dragon 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 Electro Dragon
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Spirit Tesla Heal Spirit Electro Wizard
The Log
Skeletons Electro Spirit Heal Spirit
Earthquake
Skeletons Tesla
Arrows
Skeletons Electro Spirit Heal Spirit
Royal Delivery
Skeletons Electro Spirit Heal Spirit Electro Dragon Electro Wizard
Fireball
Tesla Electro Dragon Electro Wizard
Poison
Electro Dragon Electro Wizard
Lightning
Tesla Electro Dragon Electro Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Electro Dragon Electro Giant

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Electro 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.

Heal Spirit 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 Heal Spirit Zap Tesla Electro Wizard Electro Dragon Electro Giant

Shortest cycle

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

5 Skeletons Electro Spirit Heal Spirit Zap

Attack Synergies 1 5

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
Zap Electro Giant
Zap
Electro Wizard Electro Spirit Heal Spirit Electro Dragon
Tesla
Heal Spirit
Zap Electro Dragon
Electro Dragon
Zap Heal Spirit
Electro Giant
Electro Spirit
Electro Wizard
Zap

Defense Synergies 2 10

Skeletons
Tesla Electro Spirit Zap Electro Dragon Electro Wizard
Electro Spirit
Skeletons Zap Electro Wizard
Zap
Electro Wizard Skeletons Electro Spirit Tesla Electro Dragon
Tesla
Skeletons Zap Electro Wizard
Heal Spirit
Electro Dragon
Skeletons Zap Electro Wizard
Electro Giant
Electro Wizard
Zap Skeletons Electro Spirit Tesla Electro Dragon

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 Tesla Electro Dragon Electro Wizard
Skeletons Zap Tesla Electro Dragon Electro Wizard
Tesla Skeletons Electro Dragon Electro Wizard
Tesla Skeletons Electro Dragon Electro Wizard
Skeletons Electro Spirit Zap Tesla Electro Dragon Electro Wizard
Tesla Electro Wizard Electro Spirit Zap Electro Dragon
Electro Spirit Zap Tesla Electro Dragon Electro Giant Electro Wizard
Tesla Skeletons
Skeletons Tesla Electro Wizard
Electro Wizard Skeletons Electro Spirit Zap Tesla Electro Dragon Electro Giant
Tesla Zap Electro Dragon Electro Wizard
Tesla Skeletons Zap Electro Dragon Electro Wizard
Electro Spirit Zap Tesla Electro Dragon Electro Wizard
Tesla Electro Wizard
Zap Tesla Electro Giant Electro Wizard
Tesla Skeletons Electro Dragon Electro Wizard
Tesla Electro Spirit Zap Electro Dragon Electro Wizard
Zap Electro Spirit Tesla Electro Dragon Electro Wizard
Tesla Electro Wizard
Electro Spirit Tesla Electro Dragon Electro Giant Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Tesla Electro Giant Electro Wizard
Electro Wizard Zap Tesla Electro Dragon
Skeletons Zap Electro Dragon Electro Wizard
Zap Tesla Electro Wizard
Skeletons Tesla
Electro Giant Skeletons Electro Spirit Zap Tesla Electro Dragon Electro Wizard
Skeletons Tesla Electro Wizard
Tesla
Zap Electro Dragon Electro Wizard Skeletons Electro Spirit
Skeletons Tesla
Tesla Electro Dragon
Zap Electro Giant Electro Wizard
Skeletons Tesla
Tesla Electro Dragon Electro Giant
Tesla Electro Dragon Electro Giant Electro Wizard Skeletons Electro Spirit Zap
Electro Spirit Zap Tesla Electro Dragon 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.)

Electro Dragon
Zap Electro Dragon Electro Wizard
Electro Dragon
Zap
Electro Giant Electro Spirit Zap Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Electro Dragon Electro Wizard
Zap Electro Dragon Electro Wizard
Zap Electro Dragon
Electro Dragon
Zap
Zap Electro Dragon
Electro Dragon
Zap Electro Dragon Electro Wizard
Zap Electro Dragon Electro Giant
Zap Electro Dragon
Zap Electro Giant Electro Spirit Electro Dragon
Zap Electro Dragon Electro Wizard
Zap Electro Dragon
Zap
Zap Electro Dragon Electro Giant Electro Wizard
Zap Electro Dragon Electro Wizard Electro Spirit Electro Giant
Zap Electro Dragon
Zap Electro Spirit Electro Dragon Electro Wizard
Zap Electro Wizard Electro Spirit Electro Dragon
Zap Electro Dragon Electro Wizard
Electro Dragon Electro Wizard
Zap Electro Dragon
Zap Electro Giant
Electro Dragon
Zap Electro Dragon Electro Giant Electro Spirit Electro Wizard
Zap Electro Dragon Electro Wizard
Electro Dragon Zap Electro Giant Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: