My Best Clash Royale Deck

Deck Check Rating

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

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Firecracker Ice Wizard 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.

Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard Mega Knight Archer Queen

Offensive cards

Win conditions

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

Missing

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.

Dark Prince Royal Ghost Mega Knight

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 Dark Prince Royal Ghost Mega Knight 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Dark Prince Ice Wizard Royal Ghost Mega Knight

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 Dark Prince Ice Wizard Royal Ghost Mega Knight

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 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.

Electro Spirit Firecracker Ice Wizard Royal Ghost Dark Prince Electro Wizard Archer Queen Mega Knight

Shortest cycle

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

10 Electro Spirit Firecracker Ice Wizard Royal Ghost

Attack Synergies 0 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.

Electro Spirit
Firecracker
Dark Prince Mega Knight
Dark Prince
Firecracker Ice Wizard Royal Ghost Electro Wizard
Ice Wizard
Dark Prince
Royal Ghost
Dark Prince Electro Wizard Mega Knight
Electro Wizard
Dark Prince Royal Ghost Mega Knight
Mega Knight
Firecracker Royal Ghost Electro Wizard Archer Queen
Archer Queen
Mega Knight

Defense Synergies 0 15

Electro Spirit
Dark Prince Electro Wizard Archer Queen
Firecracker
Dark Prince Ice Wizard Electro Wizard Mega Knight
Dark Prince
Electro Spirit Firecracker Ice Wizard Royal Ghost Electro Wizard Archer Queen
Ice Wizard
Firecracker Dark Prince Mega Knight
Royal Ghost
Dark Prince Electro Wizard Mega Knight
Electro Wizard
Electro Spirit Firecracker Dark Prince Royal Ghost Mega Knight
Mega Knight
Firecracker Ice Wizard Royal Ghost Electro Wizard
Archer Queen
Electro Spirit Dark Prince

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.

Firecracker Electro Wizard
Firecracker Dark Prince Ice Wizard Electro Wizard Mega Knight
Mega Knight Dark Prince Ice Wizard Electro Wizard
Firecracker Dark Prince Ice Wizard Electro Wizard Mega Knight
Firecracker Dark Prince Mega Knight
Electro Spirit Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard Mega Knight
Electro Wizard Electro Spirit Firecracker Ice Wizard
Electro Spirit Electro Wizard Mega Knight
Ice Wizard Archer Queen
Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard Mega Knight
Ice Wizard Electro Wizard Electro Spirit Firecracker Dark Prince Royal Ghost Mega Knight
Firecracker Ice Wizard Electro Wizard
Mega Knight Dark Prince Ice Wizard Electro Wizard
Mega Knight Electro Spirit Firecracker Dark Prince Royal Ghost Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Mega Knight Firecracker Dark Prince Electro Wizard
Mega Knight Electro Spirit Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard
Electro Spirit Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Dark Prince Royal Ghost Mega Knight Electro Spirit Firecracker Electro Wizard
Archer Queen

Counters to secondary win conditions

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

Mega Knight Dark Prince Royal Ghost Electro Wizard
Electro Wizard Firecracker Royal Ghost Mega Knight
Mega Knight Dark Prince Electro Wizard
Dark Prince Mega Knight Electro Wizard
Dark Prince Mega Knight
Firecracker Electro Spirit Ice Wizard Electro Wizard
Dark Prince Ice Wizard Electro Wizard
Mega Knight Dark Prince
Electro Wizard Mega Knight Electro Spirit Firecracker Dark Prince
Mega Knight Dark Prince
Mega Knight Dark Prince Electro Wizard Archer Queen
Dark Prince Mega Knight
Firecracker Mega Knight
Electro Wizard Electro Spirit Firecracker Dark Prince Archer Queen
Mega Knight Electro Spirit Firecracker Dark Prince Ice Wizard Royal Ghost Electro Wizard Archer Queen
Electro Spirit 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.)

Firecracker Royal Ghost
Firecracker Ice Wizard Royal Ghost Electro Wizard
Firecracker Dark Prince
Firecracker Dark Prince Mega Knight
Firecracker Electro Spirit Ice Wizard
Firecracker
Firecracker Ice Wizard
Firecracker
Electro Wizard
Firecracker Dark Prince Electro Wizard
Firecracker Archer Queen
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Firecracker Dark Prince Electro Wizard Mega Knight
Firecracker Mega Knight
Mega Knight
Firecracker Electro Spirit Dark Prince Ice Wizard Mega Knight
Firecracker Ice Wizard Royal Ghost Electro Wizard
Mega Knight
Firecracker
Firecracker Ice Wizard Electro Wizard
Electro Wizard Electro Spirit Firecracker
Mega Knight
Electro Spirit Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard Electro Spirit Dark Prince
Firecracker Ice Wizard Electro Wizard Archer Queen
Firecracker Dark Prince Electro Wizard Mega Knight
Firecracker
Archer Queen
Firecracker Dark Prince Mega Knight Archer Queen
Electro Spirit Firecracker Electro Wizard Archer Queen
Firecracker Electro Wizard Archer Queen
Firecracker Dark Prince Royal Ghost Electro Wizard Mega Knight Archer Queen
Firecracker Mega Knight

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