My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Minions Firecracker Electro Wizard 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 Prince Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage

Punishments

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

Prince

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.

Ice Spirit Prince

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 Electro Wizard Goblin Machine

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
Minions Prince Inferno Dragon
Giant Snowball
Minions Inferno Dragon
Zap
Minions Firecracker Prince Inferno Dragon
Barbarian Barrel
Ice Spirit Firecracker Electro Wizard
The Log
Ice Spirit Firecracker Prince
Earthquake
Firecracker
Arrows
Ice Spirit Minions Firecracker
Royal Delivery
Ice Spirit Minions Firecracker Prince Electro Wizard Inferno Dragon
Fireball
Minions Firecracker Electro Wizard Inferno Dragon
Poison
Minions Firecracker Electro Wizard
Lightning
Prince Electro Wizard Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Goblin Machine

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 Prince Inferno Dragon Goblin Machine

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 Minions 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 Rage Minions Firecracker Electro Wizard Inferno Dragon Prince Goblin Machine

Shortest cycle

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

9 Ice Spirit Rage Minions Firecracker

Attack Synergies 2 12

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
Minions Firecracker Prince Inferno Dragon
Minions
Ice Spirit Rage Firecracker Prince Inferno Dragon
Firecracker
Ice Spirit Minions Prince Inferno Dragon
Rage
Minions Prince Electro Wizard Goblin Machine
Prince
Ice Spirit Minions Firecracker Rage Electro Wizard
Electro Wizard
Rage Prince
Inferno Dragon
Ice Spirit Minions Firecracker
Goblin Machine
Rage

Defense Synergies 0 12

Ice Spirit
Minions Firecracker Prince Electro Wizard Inferno Dragon
Minions
Ice Spirit Firecracker Prince Electro Wizard
Firecracker
Ice Spirit Minions Prince Electro Wizard
Rage
Prince
Ice Spirit Minions Firecracker Electro Wizard
Electro Wizard
Ice Spirit Minions Firecracker Prince Inferno Dragon
Inferno Dragon
Ice Spirit Electro Wizard
Goblin Machine

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.

Minions Firecracker Electro Wizard
Inferno Dragon Ice Spirit Minions Firecracker Prince Electro Wizard
Prince Minions Electro Wizard Inferno Dragon
Prince Inferno Dragon Minions Firecracker Electro Wizard
Firecracker Prince
Minions Firecracker Electro Wizard
Minions Electro Wizard Inferno Dragon Ice Spirit Firecracker
Electro Wizard
Inferno Dragon Minions Prince
Ice Spirit Firecracker Prince Electro Wizard
Minions Electro Wizard Firecracker
Minions Inferno Dragon Firecracker Electro Wizard
Prince Ice Spirit Minions Electro Wizard
Ice Spirit Minions Firecracker Prince Electro Wizard
Inferno Dragon Prince Electro Wizard
Ice Spirit Prince Electro Wizard Inferno Dragon
Minions Firecracker Prince Electro Wizard
Ice Spirit Minions Firecracker Prince Electro Wizard
Ice Spirit Minions Firecracker Electro Wizard Inferno Dragon
Prince Electro Wizard Inferno Dragon
Minions Firecracker Prince Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Prince Electro Wizard
Electro Wizard Firecracker Prince Inferno Dragon
Ice Spirit Minions Prince Electro Wizard
Prince Electro Wizard
Prince Inferno Dragon
Firecracker Ice Spirit Minions Electro Wizard
Prince Minions Electro Wizard
Prince Inferno Dragon
Electro Wizard Ice Spirit Minions Firecracker Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Minions Prince
Prince Electro Wizard
Prince
Firecracker
Electro Wizard Ice Spirit Minions Firecracker Prince Inferno Dragon
Minions Firecracker Electro Wizard Inferno Dragon
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.)

Firecracker
Firecracker Electro Wizard
Firecracker Prince
Firecracker
Firecracker Ice Spirit Minions Goblin Machine
Firecracker
Ice Spirit Firecracker
Firecracker
Minions Prince Electro Wizard
Firecracker Prince Electro Wizard Goblin Machine
Firecracker
Firecracker
Minions Firecracker
Firecracker Prince
Firecracker
Firecracker
Minions
Firecracker Prince Electro Wizard Goblin Machine
Firecracker Goblin Machine
Minions Prince
Prince
Firecracker Ice Spirit Goblin Machine
Inferno Dragon
Firecracker Electro Wizard
Prince
Firecracker
Firecracker Electro Wizard
Electro Wizard Ice Spirit Minions Firecracker
Ice Spirit Firecracker Electro Wizard
Prince
Firecracker
Electro Wizard Ice Spirit Minions Prince
Firecracker Electro Wizard
Firecracker Prince Electro Wizard
Firecracker
Firecracker Prince
Ice Spirit Minions Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Prince Electro Wizard
Prince Inferno Dragon
Firecracker

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