My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard Little Prince

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.

Suspicious Bush Battle Ram Electro Wizard Little Prince

Offensive cards

Win conditions

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

Mortar Battle Ram Graveyard

Damage spells

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

Earthquake

Punishments

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

Mortar Battle Ram Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Mortar Battle Ram

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 Wizard Graveyard

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 Graveyard
Giant Snowball
Fire Spirit Battle Ram Graveyard Little Prince
Zap
Fire Spirit Mortar Battle Ram Graveyard Little Prince
Barbarian Barrel
Fire Spirit Mortar Battle Ram Electro Wizard Graveyard Little Prince
The Log
Fire Spirit Suspicious Bush Battle Ram Graveyard Little Prince
Earthquake
Mortar Graveyard
Arrows
Fire Spirit Suspicious Bush Graveyard Little Prince
Royal Delivery
Fire Spirit Battle Ram Electro Wizard Graveyard Little Prince
Fireball
Mortar Suspicious Bush Battle Ram Electro Wizard Little Prince
Poison
Mortar Suspicious Bush Electro Wizard Graveyard Little Prince
Lightning
Mortar Battle Ram Electro Wizard Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Earthquake

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.

Fire Spirit Suspicious Bush Battle Ram

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Graveyard

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Suspicious Bush Earthquake Little Prince Mortar Battle Ram Electro Wizard Graveyard

Shortest cycle

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

9 Fire Spirit Suspicious Bush Earthquake Little Prince

Attack Synergies 1 7

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.

Fire Spirit
Mortar Battle Ram
Mortar
Fire Spirit
Suspicious Bush
Earthquake
Battle Ram Graveyard
Battle Ram
Fire Spirit Earthquake Electro Wizard Graveyard
Electro Wizard
Graveyard Battle Ram
Graveyard
Electro Wizard Earthquake Battle Ram Little Prince
Little Prince
Graveyard

Defense Synergies 0 4

Fire Spirit
Electro Wizard
Mortar
Earthquake Electro Wizard
Suspicious Bush
Earthquake
Mortar
Battle Ram
Electro Wizard
Fire Spirit Mortar Little Prince
Graveyard
Little Prince
Electro 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.

Earthquake Mortar Electro Wizard
Mortar Electro Wizard
Mortar Fire Spirit Electro Wizard
Mortar Electro Wizard
Earthquake
Fire Spirit Earthquake Electro Wizard
Electro Wizard Fire Spirit Mortar Little Prince
Earthquake Electro Wizard
Mortar
Fire Spirit Electro Wizard Little Prince
Electro Wizard Earthquake
Electro Wizard
Mortar Fire Spirit Earthquake Electro Wizard
Fire Spirit Mortar Earthquake Electro Wizard
Mortar Electro Wizard
Mortar Electro Wizard
Mortar Electro Wizard
Fire Spirit Mortar Electro Wizard Little Prince
Mortar Earthquake Fire Spirit Electro Wizard Little Prince
Mortar Electro Wizard
Fire Spirit Earthquake Electro Wizard Little Prince

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Mortar
Electro Wizard
Electro Wizard
Fire Spirit Electro Wizard
Electro Wizard
Electro Wizard Mortar
Electro Wizard
Electro Wizard Mortar Little Prince
Earthquake Electro Wizard
Mortar 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.)

Earthquake Mortar
Mortar Electro Wizard
Earthquake
Earthquake
Fire Spirit Mortar Earthquake
Fire Spirit
Fire Spirit Mortar Earthquake
Earthquake Fire Spirit
Mortar
Fire Spirit Electro Wizard
Mortar Earthquake Electro Wizard
Fire Spirit
Earthquake Fire Spirit Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Earthquake Mortar
Mortar Earthquake
Fire Spirit Mortar Earthquake Electro Wizard
Fire Spirit Mortar Earthquake Little Prince
Earthquake
Earthquake Mortar
Earthquake Fire Spirit Mortar Little Prince
Mortar Earthquake Electro Wizard
Mortar
Mortar
Fire Spirit Electro Wizard Little Prince
Electro Wizard
Mortar Earthquake
Electro Wizard
Earthquake
Earthquake Electro Wizard Fire Spirit
Fire Spirit Electro Wizard
Electro Wizard
Mortar Earthquake
Electro Wizard
Electro Wizard
Mortar Electro Wizard Little Prince
Mortar

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