My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Good
Synergy
Mediocre
Versatility
Great!
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 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!
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.

Fire Spirit Wizard Magic Archer

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.

Battle Ram Wizard Elixir Collector Prince Golem Magic Archer

Offensive cards

Win conditions

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

Battle Ram Golem

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.

Battle Ram Prince

Pump responses

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

Elixir Collector

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 Battle Ram Prince Golem 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 Golem 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
Battle Ram Prince
Giant Snowball
Fire Spirit Battle Ram
Zap
Fire Spirit Battle Ram Prince
Barbarian Barrel
Electro Spirit Fire Spirit Battle Ram Wizard Magic Archer
The Log
Electro Spirit Fire Spirit Battle Ram Prince
Earthquake
Elixir Collector
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Battle Ram Wizard Prince Magic Archer
Fireball
Battle Ram Wizard Elixir Collector Magic Archer
Poison
Wizard Elixir Collector Magic Archer
Lightning
Battle Ram Wizard Elixir Collector Prince Magic Archer
Rocket
Wizard Elixir Collector Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit 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 Battle Ram Elixir Collector Prince Golem

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 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 Battle Ram Magic Archer Wizard Prince Elixir Collector Golem

Shortest cycle

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

10 Electro Spirit Fire Spirit Battle Ram Magic Archer

Attack Synergies 1 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
Battle Ram Golem
Fire Spirit
Battle Ram Prince Golem
Battle Ram
Magic Archer Electro Spirit Fire Spirit
Wizard
Prince Golem
Elixir Collector
Prince
Fire Spirit Wizard Golem Magic Archer
Golem
Electro Spirit Fire Spirit Wizard Prince Magic Archer
Magic Archer
Battle Ram Prince Golem

Defense Synergies 0 2

Electro Spirit
Fire Spirit
Battle Ram
Wizard
Prince
Elixir Collector
Prince
Wizard Magic Archer
Golem
Magic Archer
Prince

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.

Wizard Magic Archer
Prince
Prince Fire Spirit
Prince
Prince
Electro Spirit Fire Spirit Magic Archer
Electro Spirit Fire Spirit Wizard Magic Archer
Electro Spirit Magic Archer
Prince
Fire Spirit Prince
Electro Spirit Wizard Magic Archer
Wizard Magic Archer
Prince Fire Spirit Wizard
Fire Spirit Wizard Electro Spirit Prince Magic Archer
Prince
Prince
Wizard Prince
Fire Spirit Electro Spirit Wizard Prince Magic Archer
Wizard Electro Spirit Fire Spirit Magic Archer
Prince
Wizard Electro Spirit Fire Spirit Prince

Counters to secondary win conditions

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

Prince
Wizard Prince Magic Archer
Prince
Prince
Prince
Fire Spirit Wizard Electro Spirit Magic Archer
Prince
Prince
Electro Spirit Prince Magic Archer
Prince
Prince
Prince Wizard
Wizard Magic Archer
Electro Spirit Prince Magic Archer
Electro Spirit Wizard Magic Archer
Electro Spirit

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
Magic Archer
Magic Archer
Prince
Wizard Fire Spirit Magic Archer
Wizard Electro Spirit Fire Spirit Magic Archer
Fire Spirit Wizard Magic Archer
Fire Spirit Wizard Magic Archer
Wizard
Fire Spirit Prince
Wizard Prince Magic Archer
Fire Spirit Wizard Magic Archer
Fire Spirit Magic Archer
Magic Archer
Prince Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Fire Spirit Wizard Prince Magic Archer
Fire Spirit Wizard Magic Archer
Prince Magic Archer
Wizard
Prince
Electro Spirit Fire Spirit Wizard Magic Archer
Wizard Magic Archer
Wizard Prince Magic Archer
Magic Archer
Fire Spirit Wizard Magic Archer
Electro Spirit Wizard
Wizard Magic Archer
Electro Spirit Magic Archer
Prince
Wizard Magic Archer
Electro Spirit Fire Spirit Prince Magic Archer
Fire Spirit Wizard Magic Archer
Wizard Prince Magic Archer
Wizard Magic Archer
Prince
Electro Spirit Magic Archer
Magic Archer
Prince Magic Archer
Prince
Wizard

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