My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Hunter Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bomber Royal Giant Wizard Hunter Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal 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.

Royal Giant Heal Spirit

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
Bomber Royal Giant
Giant Snowball
Bomber
Zap
Bomber Royal Giant Inferno Tower
Barbarian Barrel
Bomber Heal Spirit Inferno Tower Wizard Hunter Electro Wizard
The Log
Bomber Royal Giant Heal Spirit Hunter
Earthquake
Bomber Inferno Tower
Arrows
Bomber Heal Spirit
Royal Delivery
Bomber Heal Spirit Wizard Hunter Electro Wizard
Fireball
Bomber Inferno Tower Wizard Hunter Electro Wizard
Poison
Bomber Inferno Tower Wizard Hunter Electro Wizard
Lightning
Inferno Tower Wizard Hunter Electro Wizard
Rocket
Inferno Tower Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Hunter

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.

Heal Spirit Inferno Tower

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.

Royal 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bomber Zap Hunter Electro Wizard Inferno Tower Wizard Royal Giant

Shortest cycle

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

9 Heal Spirit Bomber Zap Hunter

Attack Synergies 4 9

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.

Bomber
Royal Giant Zap Heal Spirit
Zap
Electro Wizard Bomber Royal Giant Heal Spirit Hunter
Royal Giant
Bomber Heal Spirit Hunter Zap Wizard Electro Wizard
Heal Spirit
Royal Giant Bomber Zap Wizard Hunter
Inferno Tower
Wizard
Royal Giant Heal Spirit
Hunter
Royal Giant Zap Heal Spirit
Electro Wizard
Zap Royal Giant

Defense Synergies 2 6

Bomber
Zap Electro Wizard
Zap
Electro Wizard Bomber Inferno Tower Hunter
Royal Giant
Heal Spirit
Inferno Tower
Electro Wizard Zap
Wizard
Electro Wizard
Hunter
Zap Electro Wizard
Electro Wizard
Zap Inferno Tower Bomber Wizard Hunter

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.

Bomber Zap Inferno Tower Wizard Electro Wizard
Inferno Tower Hunter Bomber Zap Electro Wizard
Inferno Tower Hunter Bomber Electro Wizard
Inferno Tower Hunter Bomber Electro Wizard
Bomber
Bomber Zap Hunter Electro Wizard
Inferno Tower Hunter Electro Wizard Zap Wizard
Zap Inferno Tower Electro Wizard
Inferno Tower Hunter
Bomber Inferno Tower Hunter Electro Wizard
Electro Wizard Bomber Zap Wizard Hunter
Inferno Tower Hunter Zap Wizard Electro Wizard
Inferno Tower Hunter Bomber Zap Wizard Electro Wizard
Bomber Wizard Zap Hunter Electro Wizard
Inferno Tower Hunter Electro Wizard
Inferno Tower Zap Hunter Electro Wizard
Wizard Bomber Inferno Tower Hunter Electro Wizard
Bomber Zap Wizard Hunter Electro Wizard
Zap Wizard Hunter Bomber Electro Wizard
Inferno Tower Hunter Electro Wizard
Bomber Wizard Hunter Electro Wizard

Counters to secondary win conditions

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

Zap Inferno Tower Electro Wizard
Electro Wizard Bomber Zap Wizard Hunter
Zap Inferno Tower Hunter Electro Wizard
Hunter Zap Inferno Tower Electro Wizard
Inferno Tower Hunter
Wizard Zap Hunter Electro Wizard
Inferno Tower Hunter Electro Wizard
Inferno Tower Hunter
Zap Electro Wizard Inferno Tower
Inferno Tower
Inferno Tower Hunter
Zap Electro Wizard
Inferno Tower Wizard Hunter
Wizard Bomber
Inferno Tower Electro Wizard Bomber Zap Hunter
Bomber Zap Inferno Tower Wizard Hunter 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.)

Zap Electro Wizard
Bomber Wizard Zap
Wizard Zap Hunter
Bomber Wizard
Zap Wizard Hunter
Zap Wizard
Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Hunter
Zap
Bomber Zap Wizard Hunter
Wizard
Bomber
Bomber Zap Wizard Hunter Electro Wizard
Bomber Zap Wizard
Wizard
Zap
Zap Bomber Wizard Hunter
Zap Wizard Hunter Electro Wizard
Zap Wizard
Zap
Zap Wizard Hunter Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard Hunter
Zap Electro Wizard
Wizard
Zap Electro Wizard
Zap Wizard Hunter Electro Wizard
Wizard Hunter Electro Wizard
Bomber Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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