My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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.

Flying Machine 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.

Flying Machine Wizard Prince Bandit Electro Wizard

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.

Zap Rage Tornado

Punishments

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

Prince 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.

Flying Machine Prince 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.

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
Prince Bandit
Giant Snowball
Flying Machine
Zap
Flying Machine Prince Bandit
Barbarian Barrel
Wizard Bandit Electro Wizard
The Log
Prince Bandit
Earthquake
Arrows
Flying Machine
Royal Delivery
Flying Machine Wizard Prince Bandit Electro Wizard
Fireball
Flying Machine Wizard Bandit Electro Wizard
Poison
Flying Machine Wizard Electro Wizard
Lightning
Wizard Prince Bandit Electro Wizard
Rocket
Wizard Prince

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.

Rage Tornado Prince

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 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 Rage Tornado Bandit Flying Machine Electro Wizard Wizard Prince

Shortest cycle

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

10 Zap Rage Tornado Bandit

Attack Synergies 4 10

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
Tornado Prince Electro Wizard Flying Machine Bandit
Flying Machine
Zap Prince
Wizard
Tornado Rage Prince Bandit
Rage
Wizard Prince Electro Wizard
Tornado
Zap Wizard
Prince
Zap Flying Machine Wizard Rage Electro Wizard
Bandit
Zap Wizard Electro Wizard
Electro Wizard
Zap Rage Prince Bandit

Defense Synergies 2 14

Zap
Electro Wizard Flying Machine Tornado Prince Bandit
Flying Machine
Zap Prince Bandit Electro Wizard
Wizard
Tornado Prince Bandit Electro Wizard
Rage
Tornado
Wizard Zap Prince Electro Wizard
Prince
Zap Flying Machine Wizard Tornado Electro Wizard
Bandit
Zap Flying Machine Wizard Electro Wizard
Electro Wizard
Zap Flying Machine Wizard Tornado Prince 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 Flying Machine Wizard Electro Wizard
Zap Flying Machine Prince Bandit Electro Wizard
Tornado Prince Bandit Electro Wizard
Prince Bandit Electro Wizard
Tornado Prince
Tornado Zap Flying Machine Bandit Electro Wizard
Tornado Electro Wizard Zap Flying Machine Wizard
Zap Flying Machine Bandit Electro Wizard
Tornado Prince
Tornado Prince Bandit Electro Wizard
Electro Wizard Zap Flying Machine Wizard Tornado Bandit
Zap Flying Machine Wizard Tornado Electro Wizard
Prince Zap Flying Machine Wizard Bandit Electro Wizard
Wizard Zap Tornado Prince Electro Wizard
Prince Bandit Electro Wizard
Tornado Zap Prince Bandit Electro Wizard
Wizard Tornado Prince Electro Wizard
Zap Flying Machine Wizard Tornado Prince Bandit Electro Wizard
Zap Wizard Tornado Flying Machine Bandit Electro Wizard
Tornado Prince Electro Wizard
Wizard Flying Machine Prince Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Prince Bandit Electro Wizard
Bandit Electro Wizard Zap Flying Machine Wizard Prince
Bandit Zap Prince Electro Wizard
Prince Zap Tornado Bandit Electro Wizard
Prince Bandit
Wizard Zap Flying Machine Tornado Electro Wizard
Prince Flying Machine Bandit Electro Wizard
Prince
Zap Electro Wizard Flying Machine Tornado Prince Bandit
Flying Machine Prince
Zap Tornado Prince Electro Wizard
Prince Wizard Bandit
Wizard Flying Machine
Electro Wizard Zap Flying Machine Tornado Prince
Zap Flying Machine 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.)

Flying Machine Bandit
Zap Flying Machine Tornado Bandit Electro Wizard
Flying Machine Bandit
Flying Machine Prince
Wizard Zap
Wizard Zap Flying Machine Tornado
Flying Machine Wizard Tornado
Zap Flying Machine Wizard Tornado
Zap Flying Machine Wizard Tornado Bandit
Tornado Prince Electro Wizard
Zap Flying Machine Wizard Tornado Prince Bandit Electro Wizard
Zap Flying Machine Wizard Tornado
Flying Machine Bandit
Flying Machine Bandit
Zap Flying Machine Prince
Zap Flying Machine Wizard Bandit
Flying Machine Wizard Bandit
Tornado
Zap Flying Machine Wizard Prince Bandit Electro Wizard
Zap Flying Machine Wizard Tornado
Prince
Wizard Tornado
Tornado Prince
Zap Flying Machine
Zap Tornado Wizard
Zap Flying Machine Wizard Tornado Bandit Electro Wizard
Zap Flying Machine Wizard Tornado Prince Bandit
Zap Tornado Bandit
Zap Flying Machine Wizard Tornado Electro Wizard
Zap Electro Wizard Flying Machine Wizard
Zap Wizard Bandit
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Flying Machine Prince Bandit
Zap Flying Machine Wizard Tornado Electro Wizard
Flying Machine Wizard Prince Electro Wizard
Zap Flying Machine Wizard
Zap Tornado
Flying Machine Prince
Zap Flying Machine Tornado Electro Wizard
Zap Flying Machine Tornado Electro Wizard
Zap Flying Machine Tornado Prince Bandit Electro Wizard

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