My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Firecracker Electro Wizard Magic Archer Little Prince

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 Electro Giant Electro Wizard Magic Archer Mega Knight Little Prince

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

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.

Goblin Barrel Electro Giant Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Ice Spirit Electro Giant Magic Archer Mega Knight

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.

Firecracker Goblin Barrel Electro Wizard 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
Goblin Barrel
Giant Snowball
Goblin Barrel Little Prince
Zap
Firecracker Goblin Barrel Little Prince
Barbarian Barrel
Ice Spirit Firecracker Goblin Barrel Electro Wizard Magic Archer Little Prince
The Log
Ice Spirit Firecracker Goblin Barrel Little Prince
Earthquake
Firecracker Goblin Barrel
Arrows
Ice Spirit Firecracker Goblin Barrel Little Prince
Royal Delivery
Ice Spirit Firecracker Goblin Barrel Electro Wizard Magic Archer Little Prince
Fireball
Firecracker Goblin Barrel Electro Wizard Magic Archer Little Prince
Poison
Firecracker Electro Wizard Magic Archer Little Prince
Lightning
Electro Wizard Magic Archer Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Electro Giant Magic Archer Mega Knight

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 Electro Giant Mega Knight

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.

Goblin Barrel

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 Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Firecracker Goblin Barrel Little Prince Electro Wizard Magic Archer Electro Giant Mega Knight

Shortest cycle

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

10 Ice Spirit Firecracker Goblin Barrel Little Prince

Attack Synergies 1 8

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
Goblin Barrel Firecracker Mega Knight
Firecracker
Ice Spirit Goblin Barrel Mega Knight
Goblin Barrel
Ice Spirit Firecracker Mega Knight
Electro Giant
Electro Wizard
Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Ice Spirit Firecracker Goblin Barrel Electro Wizard Magic Archer
Little Prince

Defense Synergies 0 11

Ice Spirit
Firecracker Electro Wizard Magic Archer Mega Knight Little Prince
Firecracker
Ice Spirit Electro Wizard Mega Knight
Goblin Barrel
Electro Giant
Electro Wizard
Ice Spirit Firecracker Magic Archer Mega Knight Little Prince
Magic Archer
Ice Spirit Electro Wizard Mega Knight
Mega Knight
Ice Spirit Firecracker Electro Wizard Magic Archer
Little Prince
Ice Spirit 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.

Firecracker Electro Wizard Magic Archer
Ice Spirit Firecracker Electro Wizard Mega Knight
Mega Knight Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer Mega Knight
Electro Wizard Ice Spirit Firecracker Magic Archer Little Prince
Electro Giant Electro Wizard Magic Archer Mega Knight
Ice Spirit Firecracker Electro Wizard Mega Knight Little Prince
Electro Wizard Firecracker Electro Giant Magic Archer Mega Knight
Firecracker Electro Wizard Magic Archer
Mega Knight Ice Spirit Electro Wizard
Mega Knight Ice Spirit Firecracker Electro Wizard Magic Archer
Electro Wizard Mega Knight
Ice Spirit Electro Giant Electro Wizard Mega Knight
Mega Knight Firecracker Electro Wizard
Ice Spirit Mega Knight Firecracker Electro Wizard Magic Archer Little Prince
Ice Spirit Firecracker Electro Wizard Magic Archer Mega Knight Little Prince
Electro Wizard
Mega Knight Firecracker Electro Giant Electro Wizard Little Prince

Counters to secondary win conditions

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

Mega Knight Electro Giant Electro Wizard
Electro Wizard Firecracker Magic Archer Mega Knight
Mega Knight Ice Spirit Electro Wizard
Mega Knight Electro Wizard
Mega Knight
Firecracker Electro Giant Ice Spirit Electro Wizard Magic Archer
Electro Wizard
Mega Knight
Electro Wizard Mega Knight Ice Spirit Firecracker Magic Archer
Mega Knight
Mega Knight Electro Giant Electro Wizard
Mega Knight
Firecracker Electro Giant Magic Archer Mega Knight
Electro Giant Electro Wizard Ice Spirit Firecracker Magic Archer Little Prince
Mega Knight Firecracker Electro Giant Electro Wizard Magic Archer
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.)

Magic Archer Firecracker
Firecracker Electro Wizard Magic Archer
Magic Archer
Firecracker
Firecracker Magic Archer Mega Knight
Firecracker Electro Giant Ice Spirit Magic Archer
Firecracker Magic Archer
Ice Spirit Firecracker Magic Archer
Firecracker
Electro Wizard
Firecracker Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Electro Giant Magic Archer Mega Knight Little Prince
Magic Archer Mega Knight
Firecracker Electro Giant Ice Spirit Magic Archer Mega Knight Little Prince
Firecracker Electro Wizard Magic Archer
Magic Archer Mega Knight
Firecracker Magic Archer
Firecracker Electro Giant Electro Wizard Magic Archer Little Prince
Electro Wizard Ice Spirit Firecracker Electro Giant
Magic Archer Mega Knight
Ice Spirit Firecracker Electro Wizard Magic Archer
Mega Knight
Firecracker Magic Archer
Electro Wizard Ice Spirit Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer Mega Knight
Firecracker Magic Archer
Electro Giant
Firecracker Mega Knight
Electro Giant Ice Spirit Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Electro Giant Electro Wizard Magic Archer Mega Knight Little Prince
Firecracker Mega Knight

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