My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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.

Zap The Log

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
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 Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Electro Giant The Log

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

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.

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 Zap The Log Tesla Zappies Electro Wizard Electro Giant

Shortest cycle

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

6 Skeletons Electro Spirit Zap The Log

Attack Synergies 1 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
Zap Electro Giant
Zap
Electro Wizard Electro Spirit Zappies The Log
Tesla
Zappies
Zap
Electro Giant
Electro Spirit
The Log
Zap
Electro Wizard
Zap

Defense Synergies 3 17

Skeletons
Tesla Electro Spirit Zap Zappies The Log Electro Wizard
Electro Spirit
Skeletons Zap The Log Electro Wizard
Zap
Electro Wizard Skeletons Electro Spirit Tesla Zappies The Log
Tesla
Skeletons The Log Zap Zappies Electro Wizard
Zappies
Skeletons Zap Tesla Electro Giant The Log Electro Wizard
Electro Giant
Zappies
The Log
Tesla Skeletons Electro Spirit Zap Zappies Electro Wizard
Electro Wizard
Zap Skeletons Electro Spirit Tesla Zappies The Log

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 Zappies The Log Electro Wizard
Skeletons Zap Tesla Zappies The Log Electro Wizard
Tesla Skeletons Zappies Electro Wizard
Tesla Skeletons Zappies Electro Wizard
The Log
The Log Skeletons Electro Spirit Zap Tesla Zappies Electro Wizard
Tesla Electro Wizard Electro Spirit Zap Zappies
Electro Spirit Zap Tesla Electro Giant The Log Electro Wizard
Tesla Zappies Skeletons
Skeletons Tesla Zappies Electro Wizard
Electro Wizard Skeletons Electro Spirit Zap Tesla Zappies Electro Giant The Log
Tesla Zap Zappies Electro Wizard
Tesla Skeletons Zap Zappies The Log Electro Wizard
Electro Spirit Zap Tesla Zappies The Log Electro Wizard
Tesla Zappies Electro Wizard
Zap Tesla Zappies Electro Giant The Log Electro Wizard
Tesla Skeletons Zappies Electro Wizard
Tesla Electro Spirit Zap Zappies The Log Electro Wizard
Zap The Log Electro Spirit Tesla Zappies Electro Wizard
Tesla Zappies Electro Wizard
Electro Spirit Tesla Zappies Electro Giant The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Tesla Zappies Electro Giant Electro Wizard
Electro Wizard Zap Tesla The Log
Zappies Skeletons Zap The Log Electro Wizard
Zap Tesla Zappies The Log Electro Wizard
Skeletons Tesla Zappies
Electro Giant Skeletons Electro Spirit Zap Tesla Zappies Electro Wizard
Skeletons Tesla Zappies Electro Wizard
Tesla Zappies
Zap Electro Wizard Skeletons Electro Spirit Zappies The Log
Skeletons Tesla Zappies
Tesla Zappies
Zap Electro Giant The Log Electro Wizard
Skeletons Tesla Zappies
Tesla Zappies Electro Giant
Tesla Zappies Electro Giant Electro Wizard Skeletons Electro Spirit Zap The Log
Electro Spirit Zap Tesla Zappies Electro Giant The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log
Electro Giant Electro Spirit Zap
The Log
The Log Zap
The Log Zap
Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log
Zap The Log Electro Wizard
Zap Electro Giant The Log
The Log
The Log
Zap The Log
Zap Electro Giant The Log Electro Spirit
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Electro Giant Electro Wizard
Zap Electro Wizard Electro Spirit Zappies Electro Giant
Zap The Log
Zap Electro Spirit Zappies Electro Wizard
The Log
Zap Electro Wizard Electro Spirit Zappies
Zap Zappies Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap Electro Giant
Zap Electro Giant Electro Spirit Zappies The Log Electro Wizard
Zap Zappies Electro Wizard
Zap Electro Giant The Log Electro Wizard

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