My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Ice Wizard Magic Archer

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.

Ice Wizard Bandit Magic Archer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Tornado

Punishments

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

Mortar Bandit

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 Fire Spirit Mortar Bandit Magic Archer

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 Bandit Magic Archer

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
Bandit
Giant Snowball
Fire Spirit
Zap
Fire Spirit Mortar Bandit
Barbarian Barrel
Electro Spirit Fire Spirit Mortar Ice Wizard Bandit Magic Archer
The Log
Electro Spirit Fire Spirit Bandit
Earthquake
Mortar
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Ice Wizard Bandit Magic Archer
Fireball
Mortar Ice Wizard Bandit Magic Archer
Poison
Mortar Ice Wizard Magic Archer
Lightning
Mortar Ice Wizard Bandit Magic Archer
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Tornado Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Mortar Tornado Ice Wizard Magic Archer

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 Fire Spirit Tornado 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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Zap Tornado Ice Wizard Bandit Mortar Magic Archer

Shortest cycle

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

7 Electro Spirit Fire Spirit Zap Tornado

Attack Synergies 2 14

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
Zap Bandit
Fire Spirit
Zap Mortar Bandit
Zap
Tornado Electro Spirit Fire Spirit Mortar Ice Wizard Bandit Magic Archer
Mortar
Fire Spirit Zap Tornado Bandit
Tornado
Zap Magic Archer Mortar Ice Wizard
Ice Wizard
Zap Tornado Bandit
Bandit
Electro Spirit Fire Spirit Zap Mortar Ice Wizard Magic Archer
Magic Archer
Tornado Zap Bandit

Defense Synergies 2 13

Electro Spirit
Zap
Fire Spirit
Zap Tornado
Zap
Electro Spirit Fire Spirit Mortar Tornado Ice Wizard Bandit Magic Archer
Mortar
Zap Tornado Ice Wizard Bandit
Tornado
Ice Wizard Magic Archer Fire Spirit Zap Mortar
Ice Wizard
Tornado Zap Mortar Bandit
Bandit
Zap Mortar Ice Wizard Magic Archer
Magic Archer
Tornado Zap Bandit

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 Mortar Magic Archer
Zap Mortar Ice Wizard Bandit
Mortar Tornado Fire Spirit Ice Wizard Bandit
Mortar Ice Wizard Bandit
Tornado
Tornado Electro Spirit Fire Spirit Zap Ice Wizard Bandit Magic Archer
Tornado Electro Spirit Fire Spirit Zap Mortar Ice Wizard Magic Archer
Electro Spirit Zap Bandit Magic Archer
Mortar Tornado Ice Wizard
Tornado Fire Spirit Ice Wizard Bandit
Ice Wizard Electro Spirit Zap Tornado Bandit Magic Archer
Zap Tornado Ice Wizard Magic Archer
Mortar Fire Spirit Zap Ice Wizard Bandit
Fire Spirit Electro Spirit Zap Mortar Tornado Magic Archer
Mortar Bandit
Tornado Zap Mortar Bandit
Mortar Tornado
Fire Spirit Mortar Electro Spirit Zap Tornado Ice Wizard Bandit Magic Archer
Zap Mortar Tornado Electro Spirit Fire Spirit Ice Wizard Bandit Magic Archer
Mortar Tornado
Electro Spirit Fire Spirit Bandit
Mortar

Counters to secondary win conditions

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

Zap Bandit
Bandit Zap Mortar Magic Archer
Bandit Zap
Zap Tornado Bandit
Bandit
Fire Spirit Electro Spirit Zap Tornado Ice Wizard Magic Archer
Ice Wizard Bandit
Zap Electro Spirit Mortar Tornado Bandit Magic Archer
Zap Tornado
Bandit
Magic Archer
Electro Spirit Zap Mortar Tornado Magic Archer
Electro Spirit Zap Ice Wizard Magic Archer
Electro Spirit Zap 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.)

Magic Archer Mortar Bandit
Mortar Zap Tornado Ice Wizard Bandit Magic Archer
Bandit Magic Archer
Fire Spirit Zap Mortar Magic Archer
Electro Spirit Fire Spirit Zap Tornado Ice Wizard Magic Archer
Fire Spirit Mortar Tornado Magic Archer
Fire Spirit Zap Tornado Ice Wizard Magic Archer
Zap Mortar Tornado Bandit
Fire Spirit Tornado
Zap Mortar Tornado Bandit Magic Archer
Fire Spirit Zap Tornado Magic Archer
Fire Spirit Mortar Bandit Magic Archer
Mortar Bandit Magic Archer
Zap Mortar Magic Archer
Zap Mortar Bandit Magic Archer
Magic Archer Mortar Bandit
Mortar Tornado
Fire Spirit Zap Mortar Bandit Magic Archer
Fire Spirit Zap Mortar Tornado Magic Archer
Magic Archer
Tornado
Tornado
Zap Mortar
Zap Tornado Electro Spirit Fire Spirit Mortar Ice Wizard Magic Archer
Mortar Zap Tornado Ice Wizard Bandit Magic Archer
Zap Mortar Tornado Bandit Magic Archer
Zap Mortar Tornado Bandit Magic Archer
Fire Spirit Zap Tornado Ice Wizard Magic Archer
Zap Electro Spirit
Zap Mortar Bandit Magic Archer
Zap Electro Spirit Magic Archer
Magic Archer
Zap Electro Spirit Fire Spirit Bandit Magic Archer
Fire Spirit Zap Tornado Ice Wizard Magic Archer
Magic Archer
Zap Mortar Magic Archer
Zap Tornado
Zap Electro Spirit Tornado Magic Archer
Zap Tornado Magic Archer
Zap Mortar Tornado Bandit Magic Archer
Mortar

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