My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Magic Archer

Defensive buildings

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

Goblin Cage

Investments

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

Ice Spirit Bats Royal Giant Goblin Cage Wizard Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant

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.

Ice Spirit Royal Giant Magic Archer

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.

Magic Archer

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
Bats Royal Giant
Giant Snowball
Bats
Zap
Bats Royal Giant
Barbarian Barrel
Ice Spirit Goblin Cage Wizard Magic Archer
The Log
Ice Spirit Royal Giant Goblin Cage
Earthquake
Goblin Cage
Arrows
Ice Spirit Bats
Royal Delivery
Ice Spirit Bats Goblin Cage Wizard Magic Archer
Fireball
Goblin Cage Wizard Magic Archer
Poison
Bats Goblin Cage Wizard Magic Archer
Lightning
Goblin Cage Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Wizard Magic Archer

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.

Ice Spirit Bats

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.

Royal Giant 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.

Ice Spirit Fireball 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.

Ice Spirit Bats Zap Fireball Goblin Cage Magic Archer Wizard Royal Giant

Shortest cycle

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

9 Ice Spirit Bats Zap Fireball

Attack Synergies 6 11

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.

Ice Spirit
Zap Royal Giant Goblin Cage Bats Royal Giant
Bats
Royal Giant Ice Spirit Zap Goblin Cage
Zap
Ice Spirit Fireball Bats Royal Giant Goblin Cage Magic Archer
Royal Giant
Ice Spirit Bats Fireball Ice Spirit Zap Wizard Magic Archer
Fireball
Zap Royal Giant Magic Archer
Goblin Cage
Ice Spirit Bats Zap Magic Archer
Wizard
Royal Giant
Magic Archer
Zap Royal Giant Fireball Goblin Cage

Defense Synergies 3 11

Ice Spirit
Zap Goblin Cage Bats Fireball Wizard Magic Archer
Bats
Ice Spirit Zap Goblin Cage
Zap
Ice Spirit Fireball Bats Goblin Cage Magic Archer
Royal Giant
Fireball
Zap Ice Spirit Goblin Cage
Goblin Cage
Ice Spirit Bats Zap Fireball Wizard Magic Archer
Wizard
Ice Spirit Goblin Cage
Magic Archer
Ice Spirit Zap Goblin Cage

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 Fireball Goblin Cage Wizard Magic Archer
Ice Spirit Bats Zap Goblin Cage
Goblin Cage Bats
Goblin Cage Bats
Fireball Goblin Cage
Fireball Bats Zap Magic Archer
Bats Ice Spirit Zap Fireball Goblin Cage Wizard Magic Archer
Zap Fireball Goblin Cage Magic Archer
Goblin Cage
Ice Spirit
Bats Zap Fireball Wizard Magic Archer
Bats Zap Fireball Wizard Magic Archer
Goblin Cage Ice Spirit Bats Zap Fireball Wizard
Fireball Wizard Ice Spirit Bats Zap Goblin Cage Magic Archer
Goblin Cage
Ice Spirit Zap Fireball Goblin Cage
Wizard Bats Fireball Goblin Cage
Ice Spirit Fireball Goblin Cage Bats Zap Wizard Magic Archer
Zap Goblin Cage Wizard Ice Spirit Bats Fireball Magic Archer
Goblin Cage
Wizard Bats Fireball

Counters to secondary win conditions

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

Zap Fireball Goblin Cage
Fireball Zap Wizard Magic Archer
Ice Spirit Bats Zap Goblin Cage
Bats Zap Fireball Goblin Cage
Goblin Cage
Fireball Wizard Ice Spirit Bats Zap Magic Archer
Bats Fireball Goblin Cage
Goblin Cage
Zap Goblin Cage Ice Spirit Bats Fireball Magic Archer
Goblin Cage
Bats Goblin Cage
Zap Fireball Goblin Cage
Fireball Goblin Cage Wizard
Wizard Fireball Goblin Cage Magic Archer
Ice Spirit Bats Zap Fireball Goblin Cage Magic Archer
Bats Zap Fireball Goblin Cage Wizard Magic Archer
Zap Fireball Goblin Cage

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 Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball
Fireball Wizard Zap Magic Archer
Fireball Wizard Ice Spirit Bats Zap Magic Archer
Wizard Magic Archer
Fireball Ice Spirit Zap Wizard Magic Archer
Fireball Zap Wizard
Bats Fireball
Zap Fireball Wizard Magic Archer
Fireball Zap Wizard Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Wizard Magic Archer
Magic Archer Fireball Wizard
Fireball
Bats
Zap Fireball Wizard Magic Archer
Zap Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard
Zap Fireball
Zap Ice Spirit Fireball Wizard Magic Archer
Fireball Zap Wizard Magic Archer
Fireball Zap Wizard Magic Archer
Fireball Zap Magic Archer
Bats Zap Fireball Wizard Magic Archer
Zap Ice Spirit Bats Fireball Wizard
Fireball
Zap Fireball Wizard Magic Archer
Zap Ice Spirit Fireball Magic Archer
Fireball Wizard Magic Archer
Zap Ice Spirit Bats Fireball Magic Archer
Fireball Zap Wizard Magic Archer
Fireball
Fireball Wizard Magic Archer
Zap Fireball Wizard Magic Archer
Zap Fireball
Zap Ice Spirit Bats Fireball Magic Archer
Bats Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: