My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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.

Royal Recruits Wizard Giant Skeleton Electro Wizard Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Rage

Punishments

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

Elite Barbarians Royal Recruits

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Elite Barbarians Royal Recruits Giant Skeleton

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 Giant Skeleton 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
Elite Barbarians Royal Recruits Giant Skeleton Sparky
Giant Snowball
Royal Recruits
Zap
Sparky
Barbarian Barrel
Elite Barbarians Royal Recruits Wizard Giant Skeleton Electro Wizard Sparky
The Log
Elite Barbarians Royal Recruits Giant Skeleton Sparky
Earthquake
Arrows
Royal Recruits
Royal Delivery
Elite Barbarians Royal Recruits Wizard Giant Skeleton Electro Wizard Sparky
Fireball
Elite Barbarians Wizard Electro Wizard Sparky
Poison
Royal Recruits Wizard Electro Wizard Sparky
Lightning
Elite Barbarians Wizard Electro Wizard Sparky
Rocket
Elite Barbarians Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Sparky

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.

Royal Recruits Rage Giant Skeleton 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.

Elite Barbarians Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Fireball Electro Wizard Wizard Elite Barbarians Giant Skeleton Sparky Royal Recruits

Shortest cycle

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

15 Rage Fireball Electro Wizard Wizard

Attack Synergies 2 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.

Elite Barbarians
Rage Fireball Wizard Sparky
Royal Recruits
Electro Wizard
Fireball
Elite Barbarians Electro Wizard Sparky
Wizard
Elite Barbarians Rage Giant Skeleton Sparky
Rage
Elite Barbarians Sparky Wizard Giant Skeleton Electro Wizard
Giant Skeleton
Wizard Rage Electro Wizard Sparky
Electro Wizard
Royal Recruits Fireball Rage Giant Skeleton Sparky
Sparky
Rage Elite Barbarians Fireball Wizard Giant Skeleton Electro Wizard

Defense Synergies 0 5

Elite Barbarians
Wizard
Royal Recruits
Fireball
Electro Wizard
Wizard
Elite Barbarians Giant Skeleton Electro Wizard
Rage
Giant Skeleton
Wizard Electro Wizard
Electro Wizard
Fireball Wizard Giant Skeleton
Sparky

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.

Royal Recruits Fireball Wizard Electro Wizard Sparky
Elite Barbarians Sparky Royal Recruits Electro Wizard
Sparky Elite Barbarians Royal Recruits Giant Skeleton Electro Wizard
Elite Barbarians Royal Recruits Sparky Electro Wizard
Elite Barbarians Royal Recruits Fireball Giant Skeleton Sparky
Fireball Electro Wizard
Electro Wizard Fireball Wizard
Royal Recruits Fireball Giant Skeleton Electro Wizard Sparky
Sparky Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Giant Skeleton Electro Wizard Sparky
Electro Wizard Royal Recruits Fireball Wizard Giant Skeleton
Fireball Wizard Electro Wizard
Royal Recruits Sparky Elite Barbarians Fireball Wizard Giant Skeleton Electro Wizard
Fireball Wizard Sparky Royal Recruits Electro Wizard
Elite Barbarians Royal Recruits Sparky Electro Wizard
Elite Barbarians Royal Recruits Fireball Electro Wizard Sparky
Wizard Sparky Elite Barbarians Royal Recruits Fireball Electro Wizard
Fireball Elite Barbarians Royal Recruits Wizard Electro Wizard
Wizard Royal Recruits Fireball Giant Skeleton Electro Wizard
Sparky Elite Barbarians Royal Recruits Electro Wizard
Royal Recruits Wizard Elite Barbarians Fireball Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Royal Recruits Elite Barbarians Fireball Giant Skeleton Electro Wizard Sparky
Fireball Electro Wizard Elite Barbarians Wizard
Royal Recruits Giant Skeleton Elite Barbarians Electro Wizard Sparky
Royal Recruits Giant Skeleton Elite Barbarians Fireball Electro Wizard Sparky
Royal Recruits Giant Skeleton Elite Barbarians Sparky
Fireball Wizard Electro Wizard
Royal Recruits Sparky Elite Barbarians Fireball Giant Skeleton Electro Wizard
Giant Skeleton Elite Barbarians Royal Recruits Sparky
Royal Recruits Giant Skeleton Electro Wizard Elite Barbarians Fireball Sparky
Royal Recruits Sparky
Elite Barbarians Royal Recruits Giant Skeleton Sparky
Royal Recruits Elite Barbarians Fireball Giant Skeleton Electro Wizard
Elite Barbarians Royal Recruits Giant Skeleton Fireball Wizard Sparky
Royal Recruits Wizard Fireball Sparky
Elite Barbarians Royal Recruits Electro Wizard Sparky Fireball Giant Skeleton
Elite Barbarians Royal Recruits Fireball Wizard Giant Skeleton Electro Wizard Sparky
Fireball

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.)

Fireball Royal Recruits Giant Skeleton Sparky
Fireball Electro Wizard
Fireball Giant Skeleton Sparky
Royal Recruits Fireball Giant Skeleton Sparky
Fireball Wizard Sparky
Fireball Wizard
Wizard Sparky
Fireball Wizard
Fireball Wizard
Elite Barbarians Fireball Electro Wizard Sparky
Royal Recruits Fireball Wizard Electro Wizard Sparky
Fireball Wizard
Elite Barbarians Fireball Sparky
Fireball
Elite Barbarians Fireball Sparky
Fireball Wizard Sparky
Royal Recruits Fireball Wizard Sparky
Fireball Sparky
Sparky
Fireball Wizard Electro Wizard Sparky
Fireball Wizard
Fireball Giant Skeleton Sparky
Fireball Wizard
Sparky
Royal Recruits Fireball
Fireball Wizard Sparky
Fireball Wizard Electro Wizard Sparky
Fireball Wizard Sparky
Fireball Sparky
Elite Barbarians Fireball Wizard Electro Wizard Sparky
Electro Wizard Fireball Wizard
Elite Barbarians Fireball Sparky
Fireball Wizard Sparky
Fireball Electro Wizard Sparky
Giant Skeleton Sparky
Fireball Wizard Sparky
Electro Wizard Royal Recruits Fireball
Fireball Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard Sparky
Fireball Wizard
Fireball Giant Skeleton Sparky
Elite Barbarians Royal Recruits Sparky
Elite Barbarians Royal Recruits Fireball Giant Skeleton Electro Wizard Sparky
Fireball Electro Wizard
Royal Recruits Fireball Giant Skeleton Electro Wizard Sparky

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