My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Goblin Curse

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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Zappies Giant Ice Wizard

Offensive cards

Win conditions

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

Mortar Giant

Damage spells

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

Arrows Lightning

Punishments

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

Mortar Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit Mortar Battle Healer 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

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
Giant
Giant Snowball
Zappies
Zap
Mortar Zappies
Barbarian Barrel
Electro Spirit Mortar Zappies Ice Wizard
The Log
Electro Spirit Zappies
Earthquake
Mortar Zappies
Arrows
Electro Spirit Zappies
Royal Delivery
Electro Spirit Battle Healer Zappies Ice Wizard
Fireball
Mortar Battle Healer Zappies Ice Wizard
Poison
Mortar Battle Healer Zappies Ice Wizard
Lightning
Mortar Battle Healer Ice Wizard
Rocket
Mortar Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Mortar 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 Arrows Battle Healer 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.

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 Arrows Ice Wizard Mortar Battle Healer Zappies Giant Lightning

Shortest cycle

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

11 Electro Spirit Arrows Ice Wizard Mortar

Attack Synergies 2 11

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
Giant
Arrows
Giant Mortar Battle Healer Lightning
Mortar
Arrows Battle Healer Zappies
Battle Healer
Arrows Mortar Zappies Giant Ice Wizard
Zappies
Mortar Battle Healer Giant
Giant
Arrows Lightning Electro Spirit Battle Healer Zappies Ice Wizard
Lightning
Giant Arrows
Ice Wizard
Battle Healer Giant

Defense Synergies 0 8

Electro Spirit
Arrows
Mortar Battle Healer Lightning Ice Wizard
Mortar
Arrows Zappies Ice Wizard
Battle Healer
Arrows Zappies Ice Wizard
Zappies
Mortar Battle Healer
Giant
Lightning
Arrows
Ice Wizard
Arrows Mortar Battle Healer

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.

Lightning Mortar Zappies
Mortar Battle Healer Zappies Ice Wizard
Mortar Zappies Lightning Ice Wizard
Mortar Zappies Ice Wizard
Lightning Arrows Battle Healer
Arrows Electro Spirit Zappies Ice Wizard
Lightning Electro Spirit Arrows Mortar Zappies Ice Wizard
Lightning Electro Spirit Arrows Battle Healer
Zappies Mortar Ice Wizard
Battle Healer Zappies Ice Wizard
Ice Wizard Electro Spirit Arrows Zappies
Arrows Zappies Ice Wizard
Mortar Battle Healer Zappies Lightning Ice Wizard
Electro Spirit Arrows Mortar Zappies
Mortar Zappies
Mortar Zappies Lightning
Arrows Mortar Zappies
Arrows Mortar Electro Spirit Battle Healer Zappies Ice Wizard
Arrows Mortar Electro Spirit Battle Healer Zappies Ice Wizard
Mortar Zappies
Electro Spirit Arrows Battle Healer Zappies

Counters to secondary win conditions

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

Battle Healer Zappies
Arrows Mortar Battle Healer Lightning
Zappies Battle Healer Lightning
Lightning Battle Healer Zappies
Battle Healer Zappies
Arrows Electro Spirit Zappies Ice Wizard
Battle Healer Zappies Lightning Ice Wizard
Battle Healer Zappies
Lightning Electro Spirit Mortar Zappies
Zappies
Zappies
Lightning Arrows
Lightning Zappies
Zappies
Zappies Electro Spirit Mortar Battle Healer Lightning
Arrows Electro Spirit Battle Healer Zappies Ice Wizard
Electro Spirit Arrows Mortar 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.)

Lightning Arrows Mortar
Arrows Mortar Ice Wizard
Lightning Arrows
Lightning Arrows
Arrows Mortar
Arrows Electro Spirit Ice Wizard
Arrows Mortar
Arrows Lightning Ice Wizard
Arrows Mortar Lightning
Lightning
Lightning Arrows Mortar
Lightning Arrows
Lightning Mortar
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning
Lightning Arrows
Lightning
Lightning Arrows Mortar
Arrows Electro Spirit Mortar Ice Wizard
Arrows Mortar Lightning Ice Wizard
Lightning Arrows Mortar
Lightning Arrows Mortar
Lightning Arrows Ice Wizard
Lightning Electro Spirit Zappies
Lightning
Lightning Arrows Mortar
Lightning Electro Spirit Arrows Zappies
Arrows Lightning
Lightning Electro Spirit Zappies
Lightning Arrows Zappies Ice Wizard
Arrows
Lightning
Arrows Mortar Lightning
Lightning Arrows
Electro Spirit Zappies Lightning
Zappies Lightning
Lightning Mortar
Lightning Mortar

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