My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Wizard

Defensive buildings

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

Cannon

Investments

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

Ice Spirit Wizard Dark Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap

Punishments

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

Royal Hogs Dark Prince

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 Ice Spirit Royal Hogs Dark Prince

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 Royal Hogs Dark Prince

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 Hogs Guards Dark Prince
Giant Snowball
Cannon Royal Hogs Guards
Zap
Cannon Royal Hogs Guards Dark Prince
Barbarian Barrel
Electro Spirit Ice Spirit Cannon Wizard Royal Hogs Guards Dark Prince
The Log
Electro Spirit Ice Spirit Cannon Royal Hogs Guards Dark Prince
Earthquake
Cannon Royal Hogs Guards
Arrows
Electro Spirit Ice Spirit Royal Hogs Guards
Royal Delivery
Electro Spirit Ice Spirit Wizard Royal Hogs Guards Dark Prince
Fireball
Cannon Wizard Royal Hogs
Poison
Cannon Wizard Royal Hogs Guards
Lightning
Cannon Wizard Dark Prince
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Wizard Dark Prince

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 Ice Spirit Guards Dark Prince

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 Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Zap Cannon Guards Dark Prince Wizard Royal Hogs

Shortest cycle

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

7 Electro Spirit Ice Spirit Zap Cannon

Attack Synergies 2 10

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
Ice Spirit
Zap Royal Hogs Guards Dark Prince
Zap
Ice Spirit Electro Spirit Royal Hogs Guards Dark Prince
Cannon
Wizard
Royal Hogs Dark Prince
Royal Hogs
Ice Spirit Zap Wizard Guards Dark Prince
Guards
Ice Spirit Zap Royal Hogs
Dark Prince
Ice Spirit Zap Wizard Royal Hogs

Defense Synergies 2 13

Electro Spirit
Zap Dark Prince
Ice Spirit
Zap Cannon Wizard Guards Dark Prince
Zap
Ice Spirit Cannon Electro Spirit Guards Dark Prince
Cannon
Zap Ice Spirit Wizard Guards Dark Prince
Wizard
Ice Spirit Cannon Guards Dark Prince
Royal Hogs
Guards
Ice Spirit Zap Cannon Wizard
Dark Prince
Electro Spirit Ice Spirit Zap Cannon Wizard

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 Cannon Wizard
Ice Spirit Zap Cannon Dark Prince
Cannon Dark Prince
Cannon Guards Dark Prince
Dark Prince
Electro Spirit Zap Cannon Guards Dark Prince
Electro Spirit Ice Spirit Zap Cannon Wizard
Electro Spirit Zap Cannon
Cannon
Guards Ice Spirit Cannon Dark Prince
Guards Electro Spirit Zap Cannon Wizard Dark Prince
Zap Wizard
Cannon Ice Spirit Zap Wizard Guards Dark Prince
Wizard Electro Spirit Ice Spirit Zap Cannon Guards Dark Prince
Cannon
Ice Spirit Zap Cannon
Wizard Cannon Dark Prince
Ice Spirit Cannon Electro Spirit Zap Wizard Guards Dark Prince
Zap Wizard Electro Spirit Ice Spirit Cannon Guards Dark Prince
Cannon
Wizard Dark Prince Electro Spirit Cannon Guards

Counters to secondary win conditions

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

Guards Zap Dark Prince
Zap Wizard
Guards Ice Spirit Zap Dark Prince
Guards Dark Prince Zap
Cannon Guards Dark Prince
Wizard Electro Spirit Ice Spirit Zap
Guards Dark Prince
Dark Prince
Zap Electro Spirit Ice Spirit Dark Prince
Cannon Guards
Guards Dark Prince
Zap Guards Dark Prince
Dark Prince Cannon Wizard Guards
Wizard Cannon
Guards Electro Spirit Ice Spirit Zap Dark Prince
Electro Spirit Zap Cannon Wizard Dark Prince
Electro Spirit Zap Cannon

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.)

Guards
Zap
Guards Dark Prince
Wizard Zap Dark Prince
Wizard Electro Spirit Ice Spirit Zap
Wizard
Ice Spirit Zap Wizard
Zap Wizard
Guards
Zap Wizard Dark Prince
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard Dark Prince
Zap Wizard
Wizard
Zap
Zap Electro Spirit Ice Spirit Wizard Dark Prince
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Electro Spirit Ice Spirit Wizard Guards
Zap Wizard
Zap Electro Spirit Ice Spirit
Wizard
Zap Electro Spirit Ice Spirit Guards Dark Prince
Zap Wizard
Wizard Dark Prince
Zap Wizard
Zap
Dark Prince
Zap Electro Spirit Ice Spirit Guards
Zap
Zap Dark Prince
Wizard

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