My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Firecracker Ice 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.

Firecracker Battle Ram Electro Giant Ice Wizard

Offensive cards

Win conditions

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

Battle Ram Electro Giant

Damage spells

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

Earthquake

Punishments

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

Battle Ram Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

Battle Ram Battle Healer Electro 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.

Firecracker

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 Battle Ram Guards
Giant Snowball
Minions Battle Ram Guards
Zap
Minions Firecracker Battle Ram Guards
Barbarian Barrel
Firecracker Battle Ram Guards Ice Wizard
The Log
Firecracker Battle Ram Guards
Earthquake
Firecracker Guards
Arrows
Minions Firecracker Guards
Royal Delivery
Minions Firecracker Battle Ram Battle Healer Guards Ice Wizard
Fireball
Minions Firecracker Battle Ram Battle Healer Ice Wizard
Poison
Minions Firecracker Battle Healer Guards Ice Wizard
Lightning
Battle Ram Battle Healer Ice Wizard
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Electro Giant Ice 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.

Battle Ram Battle Healer Guards Electro Giant Ice Wizard

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 Ice 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.

Minions Firecracker Earthquake Guards Ice Wizard Battle Ram Battle Healer Electro Giant

Shortest cycle

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

12 Minions Firecracker Earthquake Guards

Attack Synergies 0 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.

Minions
Firecracker Battle Ram Battle Healer
Firecracker
Minions Earthquake Battle Ram Battle Healer
Earthquake
Firecracker Battle Ram Electro Giant
Battle Ram
Minions Firecracker Earthquake Battle Healer
Battle Healer
Minions Firecracker Battle Ram Ice Wizard
Guards
Electro Giant
Earthquake
Ice Wizard
Battle Healer

Defense Synergies 0 11

Minions
Firecracker Battle Healer Ice Wizard
Firecracker
Minions Earthquake Battle Healer Guards Ice Wizard
Earthquake
Firecracker Ice Wizard
Battle Ram
Battle Healer
Minions Firecracker Ice Wizard
Guards
Firecracker Ice Wizard
Electro Giant
Ice Wizard
Ice Wizard
Minions Firecracker Earthquake Battle Healer Guards Electro Giant

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.

Earthquake Minions Firecracker
Minions Firecracker Battle Healer Ice Wizard
Minions Ice Wizard
Minions Firecracker Guards Ice Wizard
Firecracker Earthquake Battle Healer
Minions Firecracker Earthquake Guards Ice Wizard
Minions Firecracker Ice Wizard
Earthquake Battle Healer Electro Giant
Minions Ice Wizard
Guards Firecracker Battle Healer Ice Wizard
Minions Guards Ice Wizard Firecracker Earthquake Electro Giant
Minions Firecracker Ice Wizard
Minions Earthquake Battle Healer Guards Ice Wizard
Minions Firecracker Earthquake Guards
Electro Giant
Minions Firecracker
Minions Firecracker Battle Healer Guards Ice Wizard
Earthquake Minions Firecracker Battle Healer Guards Ice Wizard
Minions Firecracker Earthquake Battle Healer Guards Electro Giant

Counters to secondary win conditions

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

Guards Battle Healer Electro Giant
Firecracker Battle Healer
Guards Minions Battle Healer
Guards Battle Healer
Battle Healer Guards
Firecracker Electro Giant Minions Ice Wizard
Guards Minions Battle Healer Ice Wizard
Battle Healer
Minions Firecracker
Guards
Minions Guards
Guards Electro Giant
Guards
Firecracker Electro Giant
Guards Electro Giant Minions Firecracker Battle Healer
Minions Firecracker Earthquake Battle Healer Electro Giant Ice Wizard
Ice 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.)

Earthquake Firecracker Guards
Firecracker Ice Wizard
Earthquake
Earthquake Firecracker Guards
Firecracker Earthquake
Firecracker Electro Giant Minions Ice Wizard
Firecracker Earthquake
Earthquake Firecracker Ice Wizard
Firecracker
Minions Guards
Firecracker Earthquake
Firecracker
Earthquake Firecracker
Earthquake Minions Firecracker
Earthquake Firecracker
Earthquake Firecracker
Earthquake Firecracker
Earthquake
Minions
Firecracker Earthquake
Firecracker Earthquake Electro Giant
Minions Earthquake
Earthquake
Firecracker Earthquake Electro Giant Ice Wizard
Firecracker Earthquake Ice Wizard
Firecracker
Firecracker Electro Giant Ice Wizard
Minions Firecracker Guards Electro Giant
Earthquake
Firecracker
Firecracker Earthquake
Earthquake Minions Guards
Firecracker Ice Wizard
Firecracker
Firecracker Earthquake
Electro Giant
Firecracker
Electro Giant Minions Firecracker Guards
Firecracker
Firecracker Electro Giant
Firecracker

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