My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Electro Wizard 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.

Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Royal Ghost Bandit

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.

Hog Rider Giant Skeleton Royal Ghost Bandit

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.

Firecracker Hog Rider Giant Skeleton Royal Ghost Bandit 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
Hog Rider Giant Skeleton Bandit Inferno Dragon
Giant Snowball
Hog Rider Inferno Dragon
Zap
Firecracker Bandit Inferno Dragon
Barbarian Barrel
Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard
The Log
Firecracker Hog Rider Giant Skeleton Bandit
Earthquake
Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Firecracker Hog Rider Giant Skeleton Royal Ghost Bandit Electro Wizard Inferno Dragon
Fireball
Firecracker Hog Rider Bandit Electro Wizard Inferno Dragon
Poison
Firecracker Electro Wizard
Lightning
Bandit Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Royal Ghost

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.

Giant Skeleton Royal Ghost Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Royal Ghost Bandit Hog Rider Electro Wizard Inferno Dragon Giant Skeleton

Shortest cycle

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

11 Zap Firecracker Royal Ghost Bandit

Attack Synergies 4 14

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
Firecracker Hog Rider Electro Wizard Giant Skeleton Royal Ghost Bandit
Firecracker
Zap Hog Rider Giant Skeleton Bandit Inferno Dragon
Hog Rider
Zap Firecracker Giant Skeleton Bandit Electro Wizard
Giant Skeleton
Zap Firecracker Hog Rider Bandit Electro Wizard
Royal Ghost
Zap Bandit Electro Wizard
Bandit
Zap Firecracker Hog Rider Giant Skeleton Royal Ghost Electro Wizard
Electro Wizard
Zap Hog Rider Giant Skeleton Royal Ghost Bandit
Inferno Dragon
Firecracker

Defense Synergies 1 12

Zap
Electro Wizard Firecracker Giant Skeleton Royal Ghost Bandit Inferno Dragon
Firecracker
Zap Giant Skeleton Bandit Electro Wizard
Hog Rider
Giant Skeleton
Zap Firecracker Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Firecracker Electro Wizard
Electro Wizard
Zap Firecracker Giant Skeleton Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Zap Electro Wizard

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 Firecracker Electro Wizard
Inferno Dragon Zap Firecracker Bandit Electro Wizard
Giant Skeleton Bandit Electro Wizard Inferno Dragon
Inferno Dragon Firecracker Bandit Electro Wizard
Firecracker Giant Skeleton
Zap Firecracker Royal Ghost Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Firecracker
Zap Giant Skeleton Bandit Electro Wizard
Inferno Dragon
Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Firecracker Giant Skeleton Royal Ghost Bandit
Inferno Dragon Zap Firecracker Electro Wizard
Zap Giant Skeleton Bandit Electro Wizard
Zap Firecracker Royal Ghost Electro Wizard
Inferno Dragon Bandit Electro Wizard
Zap Bandit Electro Wizard Inferno Dragon
Firecracker Electro Wizard
Zap Firecracker Royal Ghost Bandit Electro Wizard
Zap Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Royal Ghost Firecracker Giant Skeleton Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Giant Skeleton Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Firecracker Royal Ghost Inferno Dragon
Giant Skeleton Bandit Zap Electro Wizard
Giant Skeleton Zap Bandit Electro Wizard
Giant Skeleton Bandit Inferno Dragon
Firecracker Zap Electro Wizard
Giant Skeleton Bandit Electro Wizard
Giant Skeleton Inferno Dragon
Zap Giant Skeleton Electro Wizard Firecracker Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton Bandit
Firecracker
Electro Wizard Zap Firecracker Giant Skeleton Inferno Dragon
Zap Firecracker Giant Skeleton Royal Ghost Electro Wizard 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.)

Firecracker Giant Skeleton Royal Ghost Bandit
Firecracker Zap Royal Ghost Bandit Electro Wizard
Giant Skeleton Bandit
Firecracker Giant Skeleton
Zap Firecracker
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker Bandit
Electro Wizard
Firecracker Zap Bandit Electro Wizard
Zap Firecracker
Firecracker Bandit
Firecracker Bandit
Zap Firecracker
Zap Firecracker Bandit
Firecracker Bandit
Zap Firecracker Bandit Electro Wizard
Zap Firecracker
Giant Skeleton
Zap
Zap Firecracker
Inferno Dragon
Firecracker Zap Royal Ghost Bandit Electro Wizard
Zap Bandit
Zap Firecracker Bandit
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Bandit
Zap Firecracker Electro Wizard
Giant Skeleton
Firecracker
Zap Electro Wizard Bandit
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap Giant Skeleton
Firecracker
Zap Firecracker Giant Skeleton Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Giant Skeleton Royal Ghost Bandit Electro Wizard

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