My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Bad

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Wizard Electro Wizard

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.

Mega Minion Giant Wizard Electro Wizard Sparky

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 Tornado

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.

Missing

Dropped at the bridge

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

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 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
Giant Skeleton Army Sparky
Giant Snowball
Mega Minion Skeleton Army
Zap
Skeleton Army Sparky
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Sparky
The Log
Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mega Minion Wizard Skeleton Army Electro Wizard Sparky
Fireball
Mega Minion Wizard Skeleton Army Electro Wizard Sparky
Poison
Mega Minion Wizard Skeleton Army Electro Wizard Sparky
Lightning
Mega Minion Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Sparky

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.

Mega Minion Skeleton Army Tornado Sparky

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.

Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Mega Minion Skeleton Army Tornado Electro Wizard Giant Wizard Sparky

Shortest cycle

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

11 Zap Mega Minion Skeleton Army Tornado

Attack Synergies 9 7

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
Mega Minion Giant Tornado Electro Wizard Sparky
Mega Minion
Zap Giant Sparky
Giant
Zap Mega Minion Sparky Wizard Tornado Electro Wizard
Wizard
Tornado Giant Sparky
Skeleton Army
Sparky
Tornado
Zap Wizard Sparky Giant
Electro Wizard
Zap Giant Sparky
Sparky
Zap Giant Tornado Mega Minion Wizard Skeleton Army Electro Wizard

Defense Synergies 4 14

Zap
Mega Minion Electro Wizard Skeleton Army Tornado Sparky
Mega Minion
Zap Wizard Skeleton Army Tornado Electro Wizard Sparky
Giant
Wizard
Tornado Mega Minion Skeleton Army Electro Wizard
Skeleton Army
Zap Mega Minion Wizard Electro Wizard Sparky
Tornado
Wizard Sparky Zap Mega Minion Electro Wizard Sparky
Electro Wizard
Zap Mega Minion Wizard Skeleton Army Tornado
Sparky
Tornado Zap Mega Minion Skeleton Army 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.

Zap Mega Minion Wizard Electro Wizard Sparky
Skeleton Army Sparky Zap Mega Minion Electro Wizard
Skeleton Army Tornado Sparky Mega Minion Electro Wizard
Skeleton Army Sparky Mega Minion Electro Wizard
Skeleton Army Tornado Sparky
Skeleton Army Tornado Zap Mega Minion Electro Wizard
Mega Minion Tornado Electro Wizard Zap Wizard
Zap Electro Wizard Sparky
Sparky Skeleton Army Tornado
Skeleton Army Tornado Electro Wizard Sparky
Skeleton Army Electro Wizard Zap Mega Minion Wizard Tornado
Mega Minion Zap Wizard Tornado Electro Wizard
Skeleton Army Sparky Zap Wizard Electro Wizard
Wizard Skeleton Army Sparky Zap Mega Minion Tornado Electro Wizard
Skeleton Army Sparky Electro Wizard
Skeleton Army Tornado Zap Electro Wizard Sparky
Wizard Sparky Skeleton Army Tornado Electro Wizard
Zap Mega Minion Wizard Skeleton Army Tornado Electro Wizard
Zap Wizard Tornado Mega Minion Electro Wizard
Sparky Tornado Electro Wizard
Wizard Skeleton Army Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Electro Wizard Sparky
Electro Wizard Zap Mega Minion Wizard
Skeleton Army Zap Electro Wizard Sparky
Skeleton Army Zap Tornado Electro Wizard Sparky
Skeleton Army Sparky
Wizard Zap Tornado Electro Wizard
Skeleton Army Sparky Mega Minion Electro Wizard
Skeleton Army Sparky
Zap Electro Wizard Mega Minion Skeleton Army Tornado Sparky
Mega Minion Skeleton Army Sparky
Mega Minion Sparky
Skeleton Army Zap Tornado Electro Wizard
Skeleton Army Wizard Sparky
Wizard Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Zap Mega Minion Tornado
Zap Mega Minion Wizard 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
Zap Tornado Electro Wizard
Sparky
Sparky
Wizard Zap Sparky
Wizard Zap Mega Minion Tornado
Wizard Tornado Sparky
Zap Wizard Tornado
Zap Wizard Tornado
Tornado Electro Wizard Sparky
Zap Wizard Tornado Electro Wizard Sparky
Zap Wizard Tornado
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Tornado Sparky
Sparky
Zap Mega Minion Wizard Electro Wizard Sparky
Zap Wizard Tornado
Sparky
Wizard Tornado
Tornado Sparky
Zap
Zap Tornado Wizard Sparky
Mega Minion
Zap Wizard Tornado Electro Wizard Sparky
Zap Wizard Tornado Sparky
Zap Tornado Sparky
Zap Wizard Tornado Electro Wizard Sparky
Zap Electro Wizard Mega Minion Wizard
Mega Minion Sparky
Zap Wizard Sparky
Zap Electro Wizard Sparky
Sparky
Wizard Sparky
Zap Electro Wizard Skeleton Army
Zap Mega Minion Wizard Tornado Electro Wizard
Mega Minion Wizard Electro Wizard Sparky
Zap Wizard
Zap Tornado Sparky
Mega Minion Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Sparky

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