My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Minions 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.

Ice Spirit Spear Goblins Knight Royal Giant Wizard Electro Wizard

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

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.

Missing

Dropped at the bridge

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

Ice Spirit Spear Goblins Knight Royal Giant

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.

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
Spear Goblins Minions Royal Giant
Giant Snowball
Spear Goblins Minions
Zap
Spear Goblins Minions Royal Giant
Barbarian Barrel
Ice Spirit Spear Goblins Knight Wizard Electro Wizard
The Log
Ice Spirit Spear Goblins Royal Giant
Earthquake
Spear Goblins
Arrows
Ice Spirit Spear Goblins Minions
Royal Delivery
Ice Spirit Spear Goblins Knight Minions Wizard Electro Wizard
Fireball
Minions Wizard Electro Wizard
Poison
Spear Goblins Minions Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice 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.

Ice Spirit Spear Goblins Knight

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

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 Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Spear Goblins Zap Knight Minions Electro Wizard Wizard Royal Giant

Shortest cycle

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

8 Ice Spirit Spear Goblins Zap Knight

Attack Synergies 8 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 Knight Minions Royal Giant Spear Goblins Royal Giant
Spear Goblins
Knight Ice Spirit Zap Royal Giant
Zap
Ice Spirit Electro Wizard Spear Goblins Knight Minions Royal Giant
Knight
Ice Spirit Spear Goblins Minions Zap Wizard Electro Wizard
Minions
Ice Spirit Knight Royal Giant Zap
Royal Giant
Ice Spirit Minions Ice Spirit Spear Goblins Zap Wizard Electro Wizard
Wizard
Knight Royal Giant
Electro Wizard
Zap Knight Royal Giant

Defense Synergies 5 13

Ice Spirit
Zap Spear Goblins Knight Minions Wizard Electro Wizard
Spear Goblins
Knight Ice Spirit Zap Minions Electro Wizard
Zap
Ice Spirit Electro Wizard Spear Goblins Knight Minions
Knight
Spear Goblins Minions Electro Wizard Ice Spirit Zap Wizard
Minions
Knight Ice Spirit Spear Goblins Zap Electro Wizard
Royal Giant
Wizard
Ice Spirit Knight Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Spear Goblins Minions 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.

Spear Goblins Zap Knight Minions Wizard Electro Wizard
Ice Spirit Zap Knight Minions Electro Wizard
Knight Minions Electro Wizard
Knight Minions Electro Wizard
Spear Goblins Zap Minions Electro Wizard
Minions Electro Wizard Ice Spirit Spear Goblins Zap Wizard
Zap Electro Wizard
Minions
Knight Ice Spirit Spear Goblins Electro Wizard
Minions Electro Wizard Spear Goblins Zap Knight Wizard
Minions Spear Goblins Zap Wizard Electro Wizard
Ice Spirit Zap Knight Minions Wizard Electro Wizard
Wizard Ice Spirit Zap Minions Electro Wizard
Knight Electro Wizard
Ice Spirit Zap Electro Wizard
Wizard Knight Minions Electro Wizard
Ice Spirit Spear Goblins Zap Knight Minions Wizard Electro Wizard
Zap Wizard Ice Spirit Spear Goblins Knight Minions Electro Wizard
Electro Wizard
Wizard Spear Goblins Knight Minions Electro Wizard

Counters to secondary win conditions

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

Knight Spear Goblins Zap Electro Wizard
Electro Wizard Zap Knight Wizard
Ice Spirit Spear Goblins Zap Knight Minions Electro Wizard
Zap Knight Electro Wizard
Knight
Wizard Ice Spirit Zap Minions Electro Wizard
Spear Goblins Knight Minions Electro Wizard
Knight
Zap Electro Wizard Ice Spirit Spear Goblins Knight Minions
Knight Minions
Zap Electro Wizard
Knight Wizard
Wizard
Electro Wizard Ice Spirit Spear Goblins Zap Knight Minions
Minions Zap Wizard Electro Wizard
Zap 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.)

Knight
Zap Electro Wizard
Knight
Wizard Zap
Wizard Ice Spirit Spear Goblins Zap Minions
Wizard
Ice Spirit Zap Wizard
Zap Wizard
Minions Electro Wizard
Zap Knight Wizard Electro Wizard
Zap Wizard
Knight
Minions
Zap
Spear Goblins Zap Wizard
Wizard
Minions
Zap Wizard Electro Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Ice Spirit Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Minions Wizard
Zap Wizard
Zap Ice Spirit Electro Wizard
Wizard
Zap Electro Wizard Ice Spirit Spear Goblins Minions
Zap Wizard Electro Wizard
Knight Wizard Electro Wizard
Zap Wizard
Zap
Zap Ice Spirit Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
Wizard

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