My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Ice Wizard Inferno Dragon

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 Giant Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Zap Giant Snowball

Punishments

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

Battle Ram 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.

Electro Spirit Battle Ram 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 Spirit 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
Battle Ram Giant Inferno Dragon
Giant Snowball
Battle Ram Inferno Dragon
Zap
Firecracker Battle Ram Inferno Dragon
Barbarian Barrel
Electro Spirit Firecracker Battle Ram Ice Wizard
The Log
Electro Spirit Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Firecracker Battle Ram Ice Wizard Inferno Dragon
Fireball
Firecracker Battle Ram Ice Wizard Inferno Dragon
Poison
Firecracker Ice Wizard
Lightning
Battle Ram Ice Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Giant Snowball Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Giant Snowball Firecracker 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.

Electro Spirit Battle Ram Ice Wizard Inferno Dragon

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 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.

Electro Spirit Zap Giant Snowball Firecracker Ice Wizard Battle Ram Inferno Dragon Giant

Shortest cycle

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

8 Electro Spirit Zap Giant Snowball Firecracker

Attack Synergies 4 12

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.

Electro Spirit
Zap Giant Snowball Battle Ram Giant
Zap
Firecracker Battle Ram Giant Electro Spirit Giant Snowball Ice Wizard
Giant Snowball
Battle Ram Electro Spirit Zap Firecracker Giant
Firecracker
Zap Giant Snowball Battle Ram Giant Inferno Dragon
Battle Ram
Zap Giant Snowball Electro Spirit Firecracker
Giant
Zap Electro Spirit Giant Snowball Firecracker Ice Wizard
Ice Wizard
Zap Giant
Inferno Dragon
Firecracker

Defense Synergies 0 11

Electro Spirit
Zap Giant Snowball
Zap
Electro Spirit Giant Snowball Firecracker Ice Wizard Inferno Dragon
Giant Snowball
Electro Spirit Zap Firecracker Ice Wizard Inferno Dragon
Firecracker
Zap Giant Snowball Ice Wizard
Battle Ram
Giant
Ice Wizard
Zap Giant Snowball Firecracker Inferno Dragon
Inferno Dragon
Zap Giant Snowball Ice 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.

Zap Firecracker
Inferno Dragon Zap Firecracker Ice Wizard
Giant Snowball Ice Wizard Inferno Dragon
Inferno Dragon Firecracker Ice Wizard
Firecracker
Electro Spirit Zap Giant Snowball Firecracker Ice Wizard
Giant Snowball Inferno Dragon Electro Spirit Zap Firecracker Ice Wizard
Electro Spirit Zap
Inferno Dragon Ice Wizard
Giant Snowball Firecracker Ice Wizard
Ice Wizard Electro Spirit Zap Giant Snowball Firecracker
Inferno Dragon Zap Giant Snowball Firecracker Ice Wizard
Zap Giant Snowball Ice Wizard
Electro Spirit Zap Giant Snowball Firecracker
Inferno Dragon
Zap Giant Snowball Inferno Dragon
Firecracker
Electro Spirit Zap Giant Snowball Firecracker Ice Wizard
Zap Giant Snowball Electro Spirit Firecracker Ice Wizard Inferno Dragon
Inferno Dragon
Electro Spirit Giant Snowball Firecracker

Counters to secondary win conditions

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

Zap Giant Snowball
Zap Giant Snowball Firecracker Inferno Dragon
Zap
Zap
Inferno Dragon
Firecracker Electro Spirit Zap Giant Snowball Ice Wizard
Ice Wizard
Inferno Dragon
Zap Electro Spirit Giant Snowball Firecracker Inferno Dragon
Inferno Dragon
Inferno Dragon
Zap Giant Snowball
Firecracker
Electro Spirit Zap Firecracker Inferno Dragon
Electro Spirit Zap Giant Snowball Firecracker Ice Wizard Inferno Dragon

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.)

Firecracker
Firecracker Zap Giant Snowball Ice Wizard
Firecracker
Zap Giant Snowball Firecracker
Firecracker Electro Spirit Zap Giant Snowball Ice Wizard
Firecracker
Zap Giant Snowball Firecracker Ice Wizard
Zap Giant Snowball Firecracker
Giant Snowball
Firecracker Zap
Zap Giant Snowball Firecracker
Giant Snowball Firecracker
Firecracker
Zap Giant Snowball Firecracker
Zap Giant Snowball Firecracker
Firecracker
Giant Snowball
Zap Giant Snowball Firecracker
Zap Giant Snowball Firecracker
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Firecracker Electro Spirit Ice Wizard
Inferno Dragon
Firecracker Zap Giant Snowball Ice Wizard
Zap Giant Snowball
Zap Firecracker
Zap Giant Snowball Firecracker Ice Wizard
Zap Electro Spirit Giant Snowball Firecracker
Giant Snowball
Zap Giant Snowball
Zap Electro Spirit Giant Snowball Firecracker
Giant Snowball Firecracker
Zap Electro Spirit
Zap Giant Snowball Firecracker Ice Wizard
Firecracker
Zap Giant Snowball Firecracker
Zap Giant Snowball
Firecracker
Zap Electro Spirit Giant Snowball Firecracker
Firecracker Zap Giant Snowball
Zap Giant Snowball Firecracker

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