My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Firecracker Inferno Dragon

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.

Ice Spirit Firecracker Battle Ram Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

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.

Battle Ram Wall Breakers

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 Battle Ram Wall Breakers

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

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
Battle Ram Wall Breakers Guards Inferno Dragon
Giant Snowball
Battle Ram Wall Breakers Guards Inferno Dragon
Zap
Firecracker Battle Ram Wall Breakers Guards Inferno Dragon
Barbarian Barrel
Electro Spirit Ice Spirit Firecracker Battle Ram Wall Breakers Guards
The Log
Electro Spirit Ice Spirit Firecracker Battle Ram Wall Breakers Guards
Earthquake
Firecracker Guards
Arrows
Electro Spirit Ice Spirit Firecracker Wall Breakers Guards
Royal Delivery
Electro Spirit Ice Spirit Firecracker Battle Ram Wall Breakers Guards Inferno Dragon
Fireball
Firecracker Battle Ram Wall Breakers Inferno Dragon
Poison
Firecracker Guards
Lightning
Battle Ram Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Firecracker

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 Battle Ram Guards Inferno Dragon

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

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 Ice Spirit Zap Wall Breakers Firecracker Guards Battle Ram Inferno Dragon

Shortest cycle

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

6 Electro Spirit Ice Spirit Zap Wall Breakers

Attack Synergies 4 13

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 Battle Ram Wall Breakers
Ice Spirit
Zap Battle Ram Firecracker Wall Breakers Guards Inferno Dragon
Zap
Ice Spirit Firecracker Battle Ram Electro Spirit Wall Breakers Guards
Firecracker
Zap Ice Spirit Battle Ram Wall Breakers Inferno Dragon
Battle Ram
Ice Spirit Zap Electro Spirit Firecracker Wall Breakers
Wall Breakers
Electro Spirit Ice Spirit Zap Firecracker Battle Ram
Guards
Ice Spirit Zap
Inferno Dragon
Ice Spirit Firecracker

Defense Synergies 1 8

Electro Spirit
Zap
Ice Spirit
Zap Firecracker Guards Inferno Dragon
Zap
Ice Spirit Electro Spirit Firecracker Guards Inferno Dragon
Firecracker
Ice Spirit Zap Guards
Battle Ram
Wall Breakers
Guards
Ice Spirit Zap Firecracker
Inferno Dragon
Ice Spirit Zap

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 Firecracker
Inferno Dragon Ice Spirit Zap Firecracker
Inferno Dragon
Inferno Dragon Firecracker Guards
Firecracker
Electro Spirit Zap Firecracker Guards
Inferno Dragon Electro Spirit Ice Spirit Zap Firecracker
Electro Spirit Zap
Inferno Dragon
Guards Ice Spirit Firecracker
Guards Electro Spirit Zap Firecracker
Inferno Dragon Zap Firecracker
Ice Spirit Zap Guards
Electro Spirit Ice Spirit Zap Firecracker Guards
Inferno Dragon
Ice Spirit Zap Inferno Dragon
Firecracker
Ice Spirit Electro Spirit Zap Firecracker Guards
Zap Electro Spirit Ice Spirit Firecracker Guards Inferno Dragon
Inferno Dragon
Electro Spirit Firecracker Guards

Counters to secondary win conditions

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

Guards Zap
Zap Firecracker Inferno Dragon
Guards Ice Spirit Zap
Guards Zap
Guards Inferno Dragon
Firecracker Electro Spirit Ice Spirit Zap
Guards
Inferno Dragon
Zap Electro Spirit Ice Spirit Firecracker Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Zap Guards
Guards
Firecracker
Guards Electro Spirit Ice Spirit Zap Firecracker Inferno Dragon
Electro Spirit Zap Firecracker Inferno Dragon
Electro Spirit Zap

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 Guards
Firecracker Zap
Firecracker Guards
Zap Firecracker
Firecracker Electro Spirit Ice Spirit Zap
Firecracker
Ice Spirit Zap Firecracker
Zap Firecracker
Guards
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Zap
Zap Firecracker Electro Spirit Ice Spirit
Inferno Dragon
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker
Zap Electro Spirit Ice Spirit Firecracker Guards
Zap
Zap Electro Spirit Ice Spirit Firecracker
Firecracker
Zap Electro Spirit Ice Spirit Guards
Zap Firecracker
Firecracker
Zap Firecracker
Zap
Firecracker
Zap Electro Spirit Ice Spirit Firecracker Guards
Firecracker Zap
Zap Firecracker
Inferno Dragon
Firecracker

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