My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Ice Golem Wizard Ice 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.

Skeletons Ice Golem Wizard Ice Wizard Electro Wizard Sparky Skeleton King

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Hog Rider

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 Golem Hog Rider Skeleton King

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.

Hog Rider 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
Skeletons Hog Rider Sparky Skeleton King
Giant Snowball
Skeletons Hog Rider Skeleton King
Zap
Skeletons Sparky Skeleton King
Barbarian Barrel
Skeletons Wizard Ice Wizard Electro Wizard Sparky Skeleton King
The Log
Skeletons Hog Rider Sparky Skeleton King
Earthquake
Skeletons Hog Rider Skeleton King
Arrows
Skeletons Skeleton King
Royal Delivery
Skeletons Hog Rider Wizard Ice Wizard Electro Wizard Sparky Skeleton King
Fireball
Hog Rider Wizard Ice Wizard Electro Wizard Sparky Skeleton King
Poison
Wizard Ice Wizard Electro Wizard Sparky Skeleton King
Lightning
Ice Golem Wizard Ice Wizard Electro Wizard Sparky Skeleton King
Rocket
Hog Rider Wizard Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Wizard Ice Wizard Sparky Skeleton King

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 Golem Ice Wizard Sparky

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 Golem Wizard Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Golem Ice Wizard Hog Rider Electro Wizard Skeleton King Wizard Sparky

Shortest cycle

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

10 Skeletons Ice Golem Ice Wizard Hog Rider

Attack Synergies 1 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.

Skeletons
Ice Golem
Hog Rider Electro Wizard Sparky
Hog Rider
Ice Golem Wizard Electro Wizard
Wizard
Hog Rider Sparky
Ice Wizard
Electro Wizard
Ice Golem Hog Rider Sparky
Sparky
Ice Golem Wizard Electro Wizard
Skeleton King

Defense Synergies 0 13

Skeletons
Ice Golem Wizard Ice Wizard Electro Wizard Sparky
Ice Golem
Skeletons Wizard Ice Wizard Electro Wizard Sparky
Hog Rider
Wizard
Skeletons Ice Golem Ice Wizard Electro Wizard Skeleton King
Ice Wizard
Skeletons Ice Golem Wizard Skeleton King
Electro Wizard
Skeletons Ice Golem Wizard
Sparky
Skeletons Ice Golem
Skeleton King
Wizard 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.

Ice Golem Wizard Electro Wizard Sparky
Sparky Skeletons Ice Wizard Electro Wizard
Sparky Skeletons Ice Wizard Electro Wizard
Sparky Skeletons Ice Wizard Electro Wizard Skeleton King
Sparky
Skeletons Ice Wizard Electro Wizard
Electro Wizard Wizard Ice Wizard
Ice Golem Electro Wizard Sparky
Sparky Skeletons Ice Wizard Skeleton King
Skeletons Ice Golem Ice Wizard Electro Wizard Sparky
Ice Wizard Electro Wizard Skeletons Ice Golem Wizard Skeleton King
Wizard Ice Wizard Electro Wizard
Sparky Skeletons Wizard Ice Wizard Electro Wizard
Wizard Sparky Electro Wizard Skeleton King
Sparky Electro Wizard Skeleton King
Electro Wizard Sparky
Wizard Sparky Skeletons Electro Wizard
Wizard Ice Wizard Electro Wizard
Wizard Ice Golem Ice Wizard Electro Wizard
Sparky Electro Wizard
Wizard Electro Wizard Sparky

Counters to secondary win conditions

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

Skeletons Ice Golem Electro Wizard Sparky
Electro Wizard Ice Golem Wizard
Skeletons Ice Golem Electro Wizard Sparky
Ice Golem Electro Wizard Sparky
Skeletons Sparky
Wizard Skeletons Ice Golem Ice Wizard Electro Wizard
Sparky Skeletons Ice Golem Ice Wizard Electro Wizard
Sparky
Electro Wizard Skeletons Ice Golem Sparky
Skeletons Sparky
Sparky
Electro Wizard
Skeletons Ice Golem Wizard Sparky Skeleton King
Wizard Sparky
Electro Wizard Sparky Skeletons Ice Golem Skeleton King
Ice Golem Wizard Ice Wizard Electro Wizard Sparky Skeleton King
Ice 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.)

Ice Golem Sparky
Ice Wizard Electro Wizard
Sparky
Ice Golem Sparky
Wizard Sparky
Wizard Ice Golem Ice Wizard
Wizard Sparky
Ice Golem Wizard Ice Wizard
Wizard
Electro Wizard Sparky
Wizard Electro Wizard Sparky
Wizard
Ice Golem Sparky
Ice Golem Sparky
Wizard Sparky
Wizard Sparky
Sparky
Sparky
Wizard Electro Wizard Sparky
Wizard
Sparky
Wizard
Sparky
Ice Golem Wizard Ice Wizard Sparky
Wizard Ice Wizard Electro Wizard Sparky
Wizard Sparky
Sparky
Ice Golem Wizard Ice Wizard Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Wizard Sparky
Electro Wizard Sparky
Sparky
Wizard Sparky
Electro Wizard
Wizard Ice Wizard Electro Wizard
Wizard Electro Wizard Sparky
Ice Golem Wizard Skeleton King
Sparky
Sparky
Electro Wizard Sparky Skeleton King
Electro Wizard
Electro Wizard Sparky
Sparky
Wizard Sparky

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