My Best Clash Royale Deck

Deck Check Rating

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

2 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-air high-damage unit!

You don't have a unit, that attacks air 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!
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.

Zappies 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.

Ice Spirit Zappies Dark Prince Electro Giant Ice Wizard

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Fireball Rage The Log

Punishments

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

Dark Prince Electro Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Dark Prince Electro Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball Dark Prince Electro Giant The Log Ice Wizard

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.

Ice Spirit Rage Dark Prince Electro Giant Ice Wizard

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.

Fireball

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 Fireball 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.

Ice Spirit Rage The Log Ice Wizard Fireball Zappies Dark Prince Electro Giant

Shortest cycle

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

8 Ice Spirit Rage The Log Ice Wizard

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.

Ice Spirit
Dark Prince
Fireball
Dark Prince The Log
Zappies
Rage Dark Prince
Rage
Zappies Dark Prince
Dark Prince
Electro Giant Ice Spirit Fireball Zappies Rage Ice Wizard
Electro Giant
Dark Prince
The Log
Fireball
Ice Wizard
Dark Prince

Defense Synergies 1 14

Ice Spirit
Fireball Zappies Dark Prince The Log Ice Wizard
Fireball
The Log Ice Spirit Zappies Dark Prince Ice Wizard
Zappies
Ice Spirit Fireball Electro Giant The Log
Rage
Dark Prince
Ice Spirit Fireball The Log Ice Wizard
Electro Giant
Zappies Ice Wizard
The Log
Fireball Ice Spirit Zappies Dark Prince Ice Wizard
Ice Wizard
Ice Spirit Fireball Dark Prince Electro Giant The Log

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.

Fireball Zappies The Log
Ice Spirit Zappies Dark Prince The Log Ice Wizard
Zappies Dark Prince Ice Wizard
Zappies Dark Prince Ice Wizard
Fireball Dark Prince The Log
Fireball The Log Zappies Dark Prince Ice Wizard
Ice Spirit Fireball Zappies Ice Wizard
Fireball Electro Giant The Log
Zappies Ice Wizard
Ice Spirit Zappies Dark Prince Ice Wizard
Ice Wizard Fireball Zappies Dark Prince Electro Giant The Log
Fireball Zappies Ice Wizard
Ice Spirit Fireball Zappies Dark Prince The Log Ice Wizard
Fireball Ice Spirit Zappies Dark Prince The Log
Zappies
Ice Spirit Fireball Zappies Electro Giant The Log
Fireball Zappies Dark Prince
Ice Spirit Fireball Zappies Dark Prince The Log Ice Wizard
The Log Ice Spirit Fireball Zappies Dark Prince Ice Wizard
Zappies
Dark Prince Fireball Zappies Electro Giant The Log

Counters to secondary win conditions

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

Fireball Zappies Dark Prince Electro Giant
Fireball The Log
Zappies Ice Spirit Dark Prince The Log
Dark Prince Fireball Zappies The Log
Zappies Dark Prince
Fireball Electro Giant Ice Spirit Zappies Ice Wizard
Dark Prince Fireball Zappies Ice Wizard
Zappies Dark Prince
Ice Spirit Fireball Zappies Dark Prince The Log
Zappies
Zappies Dark Prince
Fireball Dark Prince Electro Giant The Log
Dark Prince Fireball Zappies
Fireball Zappies Electro Giant
Zappies Electro Giant Ice Spirit Fireball Dark Prince The Log
Fireball Zappies Dark Prince Electro Giant The Log Ice Wizard
Fireball 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.)

Fireball The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball Dark Prince The Log
Fireball Dark Prince The Log
Fireball Electro Giant Ice Spirit Ice Wizard
The Log
Fireball The Log Ice Spirit Ice Wizard
Fireball The Log
Fireball
Fireball Dark Prince The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fireball Dark Prince The Log
Fireball Electro Giant The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Electro Giant The Log Ice Spirit Fireball Dark Prince Ice Wizard
Fireball The Log Ice Wizard
Fireball The Log
Fireball The Log
Fireball Electro Giant Ice Wizard
Ice Spirit Fireball Zappies Electro Giant
Fireball
Fireball The Log
Ice Spirit Fireball Zappies
Fireball The Log
Ice Spirit Fireball Zappies Dark Prince
Fireball Zappies Ice Wizard
The Log Fireball
Fireball Dark Prince
The Log Fireball
Fireball Electro Giant
Dark Prince
Electro Giant Ice Spirit Fireball Zappies The Log
Fireball Zappies
Fireball Dark Prince Electro Giant The Log
Fireball

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