My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Goblin Cage

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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Archers Tesla 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.

Archers Tesla Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

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.

Balloon

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.

Fire Spirit Balloon

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.

Balloon 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
Archers Skeleton Army Balloon
Giant Snowball
Fire Spirit Archers Skeleton Army Balloon
Zap
Fire Spirit Archers Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Archers Tesla Wizard Skeleton Army Electro Wizard
The Log
Fire Spirit Archers Skeleton Army
Earthquake
Archers Tesla Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army
Royal Delivery
Fire Spirit Archers Wizard Skeleton Army Balloon Electro Wizard
Fireball
Archers Tesla Wizard Skeleton Army Balloon Electro Wizard
Poison
Archers Wizard Skeleton Army Balloon Electro Wizard
Lightning
Tesla Wizard Balloon Electro Wizard
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Skeleton Army

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.

Skeleton Army

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.

Fire Spirit 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.

Fire Spirit Zap Archers Skeleton Army Tesla Electro Wizard Wizard Balloon

Shortest cycle

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

9 Fire Spirit Zap Archers Skeleton Army

Attack Synergies 2 6

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.

Fire Spirit
Zap Balloon
Zap
Balloon Electro Wizard Fire Spirit Archers
Archers
Zap Balloon
Tesla
Wizard
Balloon
Skeleton Army
Balloon
Zap Fire Spirit Archers Wizard Electro Wizard
Electro Wizard
Zap Balloon

Defense Synergies 1 14

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Archers Tesla Skeleton Army
Archers
Zap Tesla Skeleton Army Electro Wizard
Tesla
Zap Archers Wizard Skeleton Army Electro Wizard
Wizard
Tesla Skeleton Army Electro Wizard
Skeleton Army
Zap Archers Tesla Wizard Electro Wizard
Balloon
Electro Wizard
Zap Fire Spirit Archers Tesla Wizard Skeleton Army

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 Tesla Wizard Electro Wizard
Skeleton Army Zap Tesla Electro Wizard
Tesla Skeleton Army Fire Spirit Archers Electro Wizard
Tesla Skeleton Army Electro Wizard
Skeleton Army
Skeleton Army Fire Spirit Zap Archers Tesla Electro Wizard
Tesla Electro Wizard Fire Spirit Zap Archers Wizard
Zap Tesla Electro Wizard
Tesla Skeleton Army
Skeleton Army Fire Spirit Archers Tesla Electro Wizard
Archers Skeleton Army Electro Wizard Zap Tesla Wizard
Tesla Zap Archers Wizard Electro Wizard
Tesla Skeleton Army Fire Spirit Zap Wizard Electro Wizard
Fire Spirit Wizard Skeleton Army Zap Tesla Electro Wizard
Skeleton Army Tesla Electro Wizard
Skeleton Army Zap Tesla Electro Wizard
Tesla Wizard Skeleton Army Electro Wizard
Fire Spirit Tesla Zap Archers Wizard Skeleton Army Electro Wizard
Zap Wizard Fire Spirit Archers Tesla Electro Wizard
Tesla Electro Wizard
Wizard Skeleton Army Fire Spirit Archers Tesla Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Archers Tesla Electro Wizard
Electro Wizard Zap Archers Tesla Wizard
Skeleton Army Zap Electro Wizard
Skeleton Army Zap Tesla Electro Wizard
Tesla Skeleton Army
Fire Spirit Wizard Zap Archers Tesla Electro Wizard
Skeleton Army Archers Tesla Electro Wizard
Tesla Skeleton Army
Zap Electro Wizard Skeleton Army
Tesla Skeleton Army
Tesla
Skeleton Army Zap Electro Wizard
Skeleton Army Tesla Wizard
Wizard Archers Tesla Skeleton Army
Tesla Skeleton Army Electro Wizard Zap Archers
Zap Archers Tesla 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.)

Zap Electro Wizard
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap
Fire Spirit Archers Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Electro Wizard
Zap Wizard Electro Wizard
Fire Spirit Zap Archers Wizard
Fire Spirit
Zap
Zap Wizard
Wizard
Fire Spirit Zap Archers Wizard Electro Wizard
Fire Spirit Zap Wizard
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Fire Spirit Zap Archers Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Fire Spirit Archers Skeleton Army
Fire Spirit Zap Archers Wizard Electro Wizard
Wizard Electro Wizard
Zap Wizard
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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