My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Minions 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.

Wizard Bandit Electro Wizard

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 Tornado

Punishments

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

Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider 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
Minions Elite Barbarians Hog Rider Bandit
Giant Snowball
Minions Hog Rider
Zap
Minions Bandit
Barbarian Barrel
Elite Barbarians Wizard Bandit Electro Wizard
The Log
Elite Barbarians Hog Rider Bandit
Earthquake
Hog Rider
Arrows
Minions
Royal Delivery
Minions Elite Barbarians Hog Rider Wizard Bandit Electro Wizard
Fireball
Minions Elite Barbarians Hog Rider Wizard Bandit Electro Wizard
Poison
Minions Wizard Electro Wizard
Lightning
Elite Barbarians Wizard Bandit Electro Wizard
Rocket
Elite Barbarians Hog Rider Wizard

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

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.

Tornado

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.

Elite Barbarians

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.

Minions 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.

Zap Minions Tornado Bandit Hog Rider Electro Wizard Wizard Elite Barbarians

Shortest cycle

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

11 Zap Minions Tornado Bandit

Attack Synergies 6 13

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
Elite Barbarians Hog Rider Tornado Electro Wizard Minions Bandit
Minions
Hog Rider Zap Elite Barbarians Bandit
Elite Barbarians
Zap Minions Hog Rider Wizard Bandit
Hog Rider
Zap Minions Elite Barbarians Wizard Tornado Bandit Electro Wizard
Wizard
Tornado Elite Barbarians Hog Rider Bandit
Tornado
Zap Wizard Hog Rider
Bandit
Zap Minions Elite Barbarians Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Hog Rider Bandit

Defense Synergies 2 11

Zap
Electro Wizard Minions Elite Barbarians Tornado Bandit
Minions
Zap Bandit Electro Wizard
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Tornado Elite Barbarians Bandit Electro Wizard
Tornado
Wizard Zap Electro Wizard
Bandit
Zap Minions Wizard Electro Wizard
Electro Wizard
Zap Minions Wizard Tornado Bandit

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 Minions Wizard Electro Wizard
Elite Barbarians Zap Minions Bandit Electro Wizard
Tornado Minions Elite Barbarians Bandit Electro Wizard
Elite Barbarians Minions Bandit Electro Wizard
Elite Barbarians Tornado
Tornado Zap Minions Bandit Electro Wizard
Minions Tornado Electro Wizard Zap Wizard
Zap Bandit Electro Wizard
Minions Elite Barbarians Tornado
Elite Barbarians Tornado Bandit Electro Wizard
Minions Electro Wizard Zap Wizard Tornado Bandit
Minions Zap Wizard Tornado Electro Wizard
Zap Minions Elite Barbarians Wizard Bandit Electro Wizard
Wizard Zap Minions Tornado Electro Wizard
Elite Barbarians Bandit Electro Wizard
Tornado Zap Elite Barbarians Bandit Electro Wizard
Wizard Minions Elite Barbarians Tornado Electro Wizard
Zap Minions Elite Barbarians Wizard Tornado Bandit Electro Wizard
Zap Wizard Tornado Minions Bandit Electro Wizard
Elite Barbarians Tornado Electro Wizard
Wizard Minions Elite Barbarians Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Bandit Electro Wizard
Bandit Electro Wizard Zap Elite Barbarians Wizard
Bandit Zap Minions Elite Barbarians Electro Wizard
Zap Elite Barbarians Tornado Bandit Electro Wizard
Elite Barbarians Bandit
Wizard Zap Minions Tornado Electro Wizard
Minions Elite Barbarians Bandit Electro Wizard
Elite Barbarians
Zap Electro Wizard Minions Elite Barbarians Tornado Bandit
Minions Elite Barbarians
Zap Elite Barbarians Tornado Electro Wizard
Elite Barbarians Wizard Bandit
Wizard
Elite Barbarians Electro Wizard Zap Minions Tornado
Minions Zap Elite Barbarians Wizard 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.)

Bandit
Zap Tornado Bandit Electro Wizard
Bandit
Wizard Zap
Wizard Zap Minions Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado Bandit
Minions Elite Barbarians Tornado Electro Wizard
Zap Wizard Tornado Bandit Electro Wizard
Zap Wizard Tornado
Elite Barbarians Bandit
Minions Bandit
Zap Elite Barbarians
Zap Wizard Bandit
Wizard Bandit
Tornado
Minions
Zap Wizard Bandit Electro Wizard
Zap Wizard Tornado
Minions
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard
Zap Wizard Tornado Bandit Electro Wizard
Zap Wizard Tornado Bandit
Zap Tornado Bandit
Elite Barbarians Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Minions Wizard
Elite Barbarians
Zap Wizard Bandit
Zap Electro Wizard
Wizard
Zap Electro Wizard Minions Bandit
Zap Wizard Tornado Electro Wizard
Wizard Electro Wizard
Zap Wizard
Zap Tornado
Elite Barbarians
Zap Minions Elite Barbarians Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Bandit Electro Wizard

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