My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Firecracker Electro Wizard Archer Queen

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 Bats Firecracker Golem Electro Wizard Archer Queen

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows

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 Golem Archer Queen

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 Golem 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
Bats
Giant Snowball
Bats
Zap
Bats Firecracker
Barbarian Barrel
Ice Spirit Firecracker Electro Wizard
The Log
Ice Spirit Firecracker
Earthquake
Firecracker
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Firecracker Electro Wizard
Fireball
Firecracker Electro Wizard
Poison
Bats Firecracker Electro Wizard
Lightning
Electro Wizard Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Firecracker

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 Arrows Golem

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 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.

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 Arrows Firecracker Electro Wizard Archer Queen Golem

Shortest cycle

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

8 Ice Spirit Bats Zap Arrows

Attack Synergies 5 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.

Ice Spirit
Zap Bats Firecracker Golem
Bats
Ice Spirit Zap Firecracker Golem
Zap
Ice Spirit Arrows Firecracker Electro Wizard Bats Golem
Arrows
Zap Golem
Firecracker
Zap Ice Spirit Bats Golem
Golem
Arrows Ice Spirit Bats Zap Firecracker Electro Wizard Archer Queen
Electro Wizard
Zap Golem
Archer Queen
Golem

Defense Synergies 2 11

Ice Spirit
Zap Bats Firecracker Electro Wizard Archer Queen
Bats
Ice Spirit Zap Firecracker Electro Wizard
Zap
Ice Spirit Electro Wizard Bats Arrows Firecracker Archer Queen
Arrows
Zap
Firecracker
Ice Spirit Bats Zap Electro Wizard
Golem
Electro Wizard
Zap Ice Spirit Bats Firecracker
Archer Queen
Ice Spirit Zap

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 Electro Wizard
Ice Spirit Bats Zap Firecracker Electro Wizard
Bats Electro Wizard
Bats Firecracker Electro Wizard
Arrows Firecracker
Arrows Bats Zap Firecracker Electro Wizard
Bats Electro Wizard Ice Spirit Zap Arrows Firecracker
Zap Arrows Electro Wizard
Archer Queen
Ice Spirit Firecracker Electro Wizard
Bats Electro Wizard Zap Arrows Firecracker
Arrows Bats Zap Firecracker Electro Wizard
Ice Spirit Bats Zap Electro Wizard
Ice Spirit Bats Zap Arrows Firecracker Electro Wizard
Electro Wizard
Ice Spirit Zap Electro Wizard
Bats Arrows Firecracker Electro Wizard
Ice Spirit Arrows Bats Zap Firecracker Electro Wizard
Zap Arrows Ice Spirit Bats Firecracker Electro Wizard
Electro Wizard
Bats Arrows Firecracker Electro Wizard
Archer Queen

Counters to secondary win conditions

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

Zap Electro Wizard
Electro Wizard Zap Arrows Firecracker
Ice Spirit Bats Zap Electro Wizard
Bats Zap Electro Wizard
Arrows Firecracker Ice Spirit Bats Zap Electro Wizard
Bats Electro Wizard
Zap Electro Wizard Ice Spirit Bats Firecracker
Bats
Zap Arrows Electro Wizard Archer Queen
Firecracker
Electro Wizard Ice Spirit Bats Zap Firecracker Archer Queen
Bats Arrows Zap Firecracker Electro Wizard Archer Queen
Zap Arrows 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.)

Arrows Firecracker
Arrows Firecracker Zap Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Ice Spirit Bats Zap
Arrows Firecracker
Arrows Ice Spirit Zap Firecracker
Arrows Zap Firecracker
Bats Electro Wizard
Firecracker Zap Arrows Electro Wizard
Zap Arrows Firecracker Archer Queen
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Ice Spirit
Arrows Firecracker Zap Electro Wizard
Zap Arrows
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Ice Spirit Bats Firecracker
Zap Arrows
Zap Ice Spirit Arrows Firecracker Electro Wizard
Arrows Firecracker
Zap Electro Wizard Ice Spirit Bats
Zap Arrows Firecracker Electro Wizard Archer Queen
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows Archer Queen
Firecracker Archer Queen
Zap Ice Spirit Bats Firecracker Electro Wizard Archer Queen
Firecracker Bats Zap Electro Wizard Archer Queen
Zap Firecracker Electro Wizard Archer Queen
Firecracker

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