My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

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

Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of 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.

Minions Tesla Zappies Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Zappies Wizard Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball Rage

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.

Golem

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.

Golem 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
Giant Snowball
Minions Zappies
Zap
Minions Zappies
Barbarian Barrel
Tesla Zappies Wizard Electro Wizard
The Log
Zappies
Earthquake
Tesla Zappies
Arrows
Minions Zappies
Royal Delivery
Minions Zappies Wizard Electro Wizard
Fireball
Minions Tesla Zappies Wizard Electro Wizard
Poison
Minions Zappies Wizard Electro Wizard
Lightning
Tesla Wizard Electro Wizard
Rocket
Wizard

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

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 Golem

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.

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.

Minions 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 Minions Tesla Fireball Zappies Electro Wizard Wizard Golem

Shortest cycle

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

13 Rage Minions Tesla Fireball

Attack Synergies 2 8

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.

Minions
Rage Golem
Tesla
Fireball
Golem Electro Wizard
Zappies
Rage Golem
Wizard
Rage Golem
Rage
Minions Zappies Wizard Electro Wizard
Golem
Fireball Minions Zappies Wizard Electro Wizard
Electro Wizard
Fireball Rage Golem

Defense Synergies 0 11

Minions
Tesla Zappies Electro Wizard
Tesla
Minions Fireball Zappies Wizard Electro Wizard
Fireball
Tesla Zappies Electro Wizard
Zappies
Minions Tesla Fireball Electro Wizard
Wizard
Tesla Electro Wizard
Rage
Golem
Electro Wizard
Minions Tesla Fireball Zappies 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.

Minions Tesla Fireball Zappies Wizard Electro Wizard
Minions Tesla Zappies Electro Wizard
Tesla Minions Zappies Electro Wizard
Tesla Minions Zappies Electro Wizard
Fireball
Fireball Minions Tesla Zappies Electro Wizard
Minions Tesla Electro Wizard Fireball Zappies Wizard
Tesla Fireball Electro Wizard
Tesla Zappies Minions
Tesla Zappies Electro Wizard
Minions Electro Wizard Tesla Fireball Zappies Wizard
Minions Tesla Fireball Zappies Wizard Electro Wizard
Tesla Minions Fireball Zappies Wizard Electro Wizard
Fireball Wizard Minions Tesla Zappies Electro Wizard
Tesla Zappies Electro Wizard
Tesla Fireball Zappies Electro Wizard
Tesla Wizard Minions Fireball Zappies Electro Wizard
Tesla Fireball Minions Zappies Wizard Electro Wizard
Wizard Minions Tesla Fireball Zappies Electro Wizard
Tesla Zappies Electro Wizard
Wizard Minions Tesla Fireball Zappies Electro Wizard

Counters to secondary win conditions

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

Tesla Fireball Zappies Electro Wizard
Fireball Electro Wizard Tesla Wizard
Zappies Minions Electro Wizard
Tesla Fireball Zappies Electro Wizard
Tesla Zappies
Fireball Wizard Minions Tesla Zappies Electro Wizard
Minions Tesla Fireball Zappies Electro Wizard
Tesla Zappies
Electro Wizard Minions Fireball Zappies
Tesla Zappies
Minions Tesla Zappies
Fireball Electro Wizard
Tesla Fireball Zappies Wizard
Wizard Tesla Fireball Zappies
Tesla Zappies Electro Wizard Minions Fireball
Minions Tesla Fireball Zappies 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.)

Fireball
Fireball Electro Wizard
Fireball
Fireball
Fireball Wizard
Fireball Wizard Minions
Wizard
Fireball Wizard
Fireball Wizard
Minions Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Minions Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Minions
Fireball Wizard Electro Wizard
Fireball Wizard
Minions Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard Electro Wizard
Electro Wizard Minions Fireball Zappies Wizard
Fireball
Fireball Wizard
Fireball Zappies Electro Wizard
Fireball Wizard
Electro Wizard Minions Fireball Zappies
Fireball Zappies Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Minions Fireball Zappies Electro Wizard
Fireball Zappies Electro Wizard
Fireball Electro Wizard

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