My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Bats Wizard Ice 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.

Bats Wizard Rune Giant Cannon Cart Ice Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Rune Giant

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.

Cannon Cart 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 Rune Giant Cannon Cart Mega Knight

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
Bats Cannon Cart
Giant Snowball
Bats
Zap
Bats Cannon Cart
Barbarian Barrel
Electro Spirit Wizard Cannon Cart Ice Wizard
The Log
Electro Spirit Cannon Cart
Earthquake
Arrows
Electro Spirit Bats
Royal Delivery
Electro Spirit Bats Wizard Cannon Cart Ice Wizard
Fireball
Wizard Cannon Cart Ice Wizard
Poison
Bats Wizard Ice Wizard
Lightning
Wizard Cannon Cart Ice Wizard Goblinstein
Rocket
Wizard Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Ice Wizard 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 Bats Rune Giant Ice Wizard 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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Ice Wizard Rune Giant Wizard Cannon Cart Goblinstein Mega Knight

Shortest cycle

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

10 Electro Spirit Bats Ice Wizard Rune Giant

Attack Synergies 1 5

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
Cannon Cart
Bats
Mega Knight Rune Giant Cannon Cart
Wizard
Mega Knight
Rune Giant
Bats Ice Wizard
Cannon Cart
Electro Spirit Bats
Ice Wizard
Rune Giant
Mega Knight
Bats Wizard
Goblinstein

Defense Synergies 0 8

Electro Spirit
Bats
Cannon Cart Ice Wizard Mega Knight
Wizard
Cannon Cart Ice Wizard Mega Knight
Rune Giant
Cannon Cart
Bats Wizard Ice Wizard
Ice Wizard
Bats Wizard Cannon Cart Mega Knight
Mega Knight
Bats Wizard Ice Wizard
Goblinstein

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.

Cannon Cart Wizard
Bats Cannon Cart Ice Wizard Mega Knight
Mega Knight Bats Cannon Cart Ice Wizard
Bats Cannon Cart Ice Wizard Mega Knight
Mega Knight
Electro Spirit Bats Cannon Cart Ice Wizard Mega Knight
Bats Electro Spirit Wizard Ice Wizard
Electro Spirit Cannon Cart Mega Knight
Ice Wizard
Cannon Cart Ice Wizard Mega Knight
Bats Ice Wizard Electro Spirit Wizard Cannon Cart Mega Knight
Bats Wizard Ice Wizard
Mega Knight Bats Wizard Cannon Cart Ice Wizard
Wizard Mega Knight Electro Spirit Bats Cannon Cart
Cannon Cart Mega Knight
Mega Knight
Wizard Mega Knight Bats Cannon Cart
Mega Knight Electro Spirit Bats Wizard Cannon Cart Ice Wizard
Wizard Electro Spirit Bats Cannon Cart Ice Wizard Mega Knight
Cannon Cart
Wizard Mega Knight Electro Spirit Bats Cannon Cart

Counters to secondary win conditions

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

Mega Knight Cannon Cart
Wizard Cannon Cart Mega Knight
Mega Knight Bats Cannon Cart
Mega Knight Bats Cannon Cart
Cannon Cart Mega Knight
Wizard Electro Spirit Bats Ice Wizard
Bats Cannon Cart Ice Wizard
Mega Knight Cannon Cart
Mega Knight Electro Spirit Bats Cannon Cart
Mega Knight Bats Cannon Cart
Mega Knight
Cannon Cart Mega Knight Wizard
Wizard Cannon Cart Mega Knight
Electro Spirit Bats Cannon Cart
Bats Mega Knight Electro Spirit Wizard Cannon Cart Ice Wizard
Electro Spirit 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.)

Ice Wizard
Cannon Cart
Cannon Cart
Wizard Mega Knight
Wizard Electro Spirit Bats Ice Wizard
Wizard
Wizard Ice Wizard
Wizard
Bats
Wizard Cannon Cart
Wizard
Cannon Cart
Cannon Cart
Cannon Cart
Wizard Cannon Cart
Wizard Cannon Cart Mega Knight
Bats
Wizard Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Cannon Cart
Electro Spirit Wizard Ice Wizard Mega Knight
Wizard Ice Wizard
Wizard Mega Knight
Bats Wizard Ice Wizard
Electro Spirit Bats Wizard
Wizard Mega Knight
Electro Spirit
Mega Knight
Wizard
Electro Spirit Bats Cannon Cart
Wizard Ice Wizard
Wizard Cannon Cart Mega Knight
Wizard
Cannon Cart Mega Knight
Electro Spirit Bats
Bats
Cannon Cart Mega Knight
Cannon Cart
Wizard Mega Knight

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