My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Fire Spirit 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.

Royal Recruits Elixir Collector Dark Prince Balloon Bowler Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Freeze

Punishments

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

Royal Recruits Dark Prince Balloon

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Royal Recruits Dark Prince Balloon

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.

Dark Prince Balloon 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
Royal Recruits Dark Prince Balloon
Giant Snowball
Fire Spirit Royal Recruits Balloon
Zap
Fire Spirit Dark Prince Balloon
Barbarian Barrel
Fire Spirit Royal Recruits Dark Prince Electro Wizard
The Log
Fire Spirit Royal Recruits Dark Prince
Earthquake
Elixir Collector
Arrows
Fire Spirit Royal Recruits
Royal Delivery
Fire Spirit Royal Recruits Dark Prince Balloon Bowler Electro Wizard
Fireball
Elixir Collector Balloon Bowler Electro Wizard
Poison
Royal Recruits Elixir Collector Balloon Electro Wizard
Lightning
Elixir Collector Dark Prince Balloon Bowler Electro Wizard
Rocket
Elixir Collector Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince Freeze Bowler

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.

Fire Spirit Royal Recruits Elixir Collector Dark Prince Freeze Bowler

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.

Fire 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Dark Prince Freeze Electro Wizard Balloon Bowler Elixir Collector Royal Recruits

Shortest cycle

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

13 Fire Spirit Dark Prince Freeze Electro Wizard

Attack Synergies 1 9

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.

Fire Spirit
Royal Recruits Dark Prince Balloon Bowler
Royal Recruits
Fire Spirit Electro Wizard
Elixir Collector
Dark Prince
Fire Spirit Balloon Electro Wizard
Freeze
Balloon
Balloon
Freeze Fire Spirit Dark Prince Electro Wizard
Bowler
Fire Spirit Electro Wizard
Electro Wizard
Royal Recruits Dark Prince Balloon Bowler

Defense Synergies 0 6

Fire Spirit
Royal Recruits Electro Wizard
Royal Recruits
Fire Spirit
Elixir Collector
Dark Prince
Bowler Electro Wizard
Freeze
Electro Wizard
Balloon
Bowler
Dark Prince Electro Wizard
Electro Wizard
Fire Spirit Dark Prince Freeze Bowler

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.

Bowler Royal Recruits Electro Wizard
Royal Recruits Dark Prince Electro Wizard
Bowler Fire Spirit Royal Recruits Dark Prince Freeze Electro Wizard
Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Dark Prince Bowler
Freeze Bowler Fire Spirit Dark Prince Electro Wizard
Electro Wizard Fire Spirit Freeze
Bowler Royal Recruits Electro Wizard
Royal Recruits
Fire Spirit Royal Recruits Dark Prince Bowler Electro Wizard
Electro Wizard Royal Recruits Dark Prince Freeze Bowler
Electro Wizard
Royal Recruits Bowler Fire Spirit Dark Prince Freeze Electro Wizard
Fire Spirit Bowler Royal Recruits Dark Prince Freeze Electro Wizard
Royal Recruits Electro Wizard
Royal Recruits Freeze Bowler Electro Wizard
Royal Recruits Dark Prince Bowler Electro Wizard
Fire Spirit Royal Recruits Dark Prince Bowler Electro Wizard
Freeze Fire Spirit Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Electro Wizard
Royal Recruits Dark Prince Bowler Fire Spirit Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Dark Prince Bowler Electro Wizard
Electro Wizard Bowler
Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Dark Prince Bowler
Fire Spirit Freeze Electro Wizard
Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Dark Prince
Royal Recruits Freeze Electro Wizard Dark Prince
Royal Recruits
Royal Recruits Dark Prince Bowler
Royal Recruits Dark Prince Bowler Electro Wizard
Royal Recruits Dark Prince Bowler
Royal Recruits Bowler
Royal Recruits Electro Wizard Dark Prince Freeze Bowler
Bowler Royal Recruits Dark Prince Freeze Electro 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.)

Royal Recruits Freeze
Bowler Electro Wizard
Royal Recruits Dark Prince Freeze
Fire Spirit Dark Prince Bowler
Fire Spirit Freeze
Fire Spirit Bowler
Fire Spirit Freeze Bowler
Fire Spirit Bowler Electro Wizard
Royal Recruits Dark Prince Bowler Electro Wizard
Fire Spirit
Fire Spirit Bowler
Freeze
Bowler
Royal Recruits Bowler
Freeze
Fire Spirit Dark Prince Bowler Electro Wizard
Fire Spirit Bowler
Bowler
Bowler
Royal Recruits
Freeze Fire Spirit Dark Prince Bowler
Bowler Electro Wizard
Bowler
Fire Spirit Electro Wizard
Electro Wizard Freeze
Bowler
Freeze Electro Wizard
Bowler
Electro Wizard Fire Spirit Royal Recruits Dark Prince Freeze
Fire Spirit Electro Wizard
Freeze
Dark Prince Bowler Electro Wizard
Bowler
Royal Recruits Dark Prince
Royal Recruits Freeze Bowler Electro Wizard
Electro Wizard
Royal Recruits Dark Prince Freeze Bowler Electro Wizard
Bowler

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