My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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.

Wizard Electro Dragon Inferno Dragon

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.

Elixir Golem Wizard Electro Dragon Inferno Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Rage

Punishments

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

Elixir Golem

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.

Elixir Golem Battle Healer

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 Dragon

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
Elixir Golem Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Electro Dragon Inferno Dragon
Zap
Skeleton Army Inferno Dragon
Barbarian Barrel
Elixir Golem Wizard Skeleton Army
The Log
Elixir Golem Skeleton Army
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elixir Golem Battle Healer Wizard Skeleton Army Electro Dragon Inferno Dragon
Fireball
Elixir Golem Battle Healer Wizard Skeleton Army Electro Dragon Inferno Dragon
Poison
Elixir Golem Battle Healer Wizard Skeleton Army Electro Dragon
Lightning
Battle Healer Wizard Electro Dragon Inferno Dragon
Rocket
Battle Healer Wizard Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Dragon

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.

Elixir Golem Battle Healer Rage Skeleton Army Inferno Dragon

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

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 Rage Elixir Golem Skeleton Army Battle Healer Inferno Dragon Wizard Electro Dragon

Shortest cycle

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

10 Zap Rage Elixir Golem Skeleton Army

Attack Synergies 5 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.

Zap
Elixir Golem Battle Healer Electro Dragon
Elixir Golem
Battle Healer Rage Zap Wizard Electro Dragon Inferno Dragon
Battle Healer
Elixir Golem Rage Electro Dragon Inferno Dragon Zap
Wizard
Elixir Golem Rage
Rage
Elixir Golem Battle Healer Wizard Electro Dragon
Skeleton Army
Electro Dragon
Battle Healer Zap Elixir Golem Rage Inferno Dragon
Inferno Dragon
Battle Healer Elixir Golem Electro Dragon

Defense Synergies 2 8

Zap
Battle Healer Skeleton Army Electro Dragon Inferno Dragon
Elixir Golem
Battle Healer
Electro Dragon Inferno Dragon Zap
Wizard
Skeleton Army
Rage
Skeleton Army
Zap Wizard Electro Dragon Inferno Dragon
Electro Dragon
Battle Healer Zap Skeleton Army Inferno Dragon
Inferno Dragon
Battle Healer Zap Skeleton Army 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 Wizard Electro Dragon
Skeleton Army Inferno Dragon Zap Battle Healer Electro Dragon
Skeleton Army Electro Dragon Inferno Dragon
Skeleton Army Inferno Dragon Electro Dragon
Battle Healer Skeleton Army
Skeleton Army Zap Electro Dragon
Inferno Dragon Zap Wizard Electro Dragon
Zap Battle Healer Electro Dragon
Inferno Dragon Skeleton Army
Skeleton Army Battle Healer
Skeleton Army Zap Wizard Electro Dragon
Inferno Dragon Zap Wizard Electro Dragon
Skeleton Army Zap Battle Healer Wizard Electro Dragon
Wizard Skeleton Army Zap Electro Dragon
Skeleton Army Inferno Dragon
Skeleton Army Zap Inferno Dragon
Wizard Skeleton Army Electro Dragon
Zap Battle Healer Wizard Skeleton Army Electro Dragon
Zap Wizard Battle Healer Electro Dragon Inferno Dragon
Inferno Dragon
Wizard Skeleton Army Battle Healer Electro Dragon

Counters to secondary win conditions

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

Skeleton Army Zap Battle Healer
Zap Battle Healer Wizard Electro Dragon Inferno Dragon
Skeleton Army Zap Battle Healer Electro Dragon
Skeleton Army Zap Battle Healer
Battle Healer Skeleton Army Inferno Dragon
Wizard Zap Electro Dragon
Skeleton Army Battle Healer
Battle Healer Skeleton Army Inferno Dragon
Zap Electro Dragon Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Electro Dragon
Skeleton Army Zap
Skeleton Army Wizard
Wizard Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Zap Battle Healer Inferno Dragon
Zap Battle Healer Wizard Electro Dragon Inferno Dragon

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 Dragon
Wizard Zap
Wizard Zap Electro Dragon
Wizard
Zap Wizard Electro Dragon
Zap Wizard Electro Dragon
Electro Dragon
Zap Wizard Electro Dragon
Zap Wizard Electro Dragon
Electro Dragon
Zap
Zap Wizard Electro Dragon
Wizard Electro Dragon
Zap Wizard Electro Dragon
Zap Wizard Electro Dragon
Wizard
Zap Electro Dragon
Zap Wizard Electro Dragon
Inferno Dragon
Zap Wizard Electro Dragon
Zap Wizard Electro Dragon
Zap
Zap Wizard Electro Dragon
Zap Electro Dragon Wizard
Zap Wizard Electro Dragon
Zap Electro Dragon
Wizard
Zap Skeleton Army Electro Dragon
Zap Wizard Electro Dragon
Wizard Electro Dragon
Zap Wizard Electro Dragon
Zap
Electro Dragon
Zap Electro Dragon
Zap Electro Dragon
Electro Dragon Zap

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