My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Bomb Tower

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

Offensive cards

Win conditions

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

Mortar Hog Rider Wall Breakers

Damage spells

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

Fireball

Punishments

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

Mortar Hog Rider Wall Breakers

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 Mortar Hog Rider Wall Breakers

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.

Hog Rider

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
Hog Rider Wall Breakers
Giant Snowball
Hog Rider Zappies Wall Breakers
Zap
Mortar Zappies Wall Breakers
Barbarian Barrel
Ice Spirit Mortar Bomb Tower Zappies Wall Breakers
The Log
Ice Spirit Hog Rider Zappies Wall Breakers
Earthquake
Mortar Bomb Tower Hog Rider Zappies
Arrows
Ice Spirit Zappies Wall Breakers
Royal Delivery
Ice Spirit Hog Rider Zappies Wall Breakers
Fireball
Mortar Bomb Tower Hog Rider Zappies Wall Breakers
Poison
Mortar Bomb Tower Zappies
Lightning
Mortar Bomb Tower
Rocket
Mortar Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Fireball Bomb Tower

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

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Wall Breakers Mortar Fireball Bomb Tower Hog Rider Zappies

Shortest cycle

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

7 Mirror Ice Spirit Wall Breakers Mortar

Attack Synergies 3 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.

Ice Spirit
Hog Rider Mortar Wall Breakers
Mortar
Ice Spirit Fireball Hog Rider Zappies
Fireball
Hog Rider Mirror Mortar Wall Breakers
Bomb Tower
Hog Rider
Ice Spirit Fireball Mortar Zappies Mirror
Zappies
Mortar Hog Rider Wall Breakers
Mirror
Fireball Hog Rider Wall Breakers
Wall Breakers
Ice Spirit Fireball Zappies Mirror

Defense Synergies 1 11

Ice Spirit
Mortar Fireball Bomb Tower Zappies
Mortar
Ice Spirit Fireball Zappies Mirror
Fireball
Mirror Ice Spirit Mortar Bomb Tower Zappies
Bomb Tower
Ice Spirit Fireball Mirror
Hog Rider
Zappies
Ice Spirit Mortar Fireball Mirror
Mirror
Fireball Mortar Bomb Tower Zappies
Wall Breakers

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.

Mortar Fireball Zappies
Bomb Tower Ice Spirit Mortar Zappies
Mortar Bomb Tower Zappies
Bomb Tower Mortar Zappies
Fireball Bomb Tower
Fireball Bomb Tower Zappies
Ice Spirit Mortar Fireball Bomb Tower Zappies
Fireball Bomb Tower
Zappies Mortar Bomb Tower
Ice Spirit Zappies
Fireball Bomb Tower Zappies
Fireball Zappies
Mortar Bomb Tower Ice Spirit Fireball Zappies
Fireball Bomb Tower Ice Spirit Mortar Zappies
Mortar Bomb Tower Zappies
Bomb Tower Ice Spirit Mortar Fireball Zappies
Bomb Tower Mortar Fireball Zappies
Ice Spirit Mortar Fireball Bomb Tower Zappies
Mortar Bomb Tower Ice Spirit Fireball Zappies
Mortar Bomb Tower Zappies
Fireball Bomb Tower Zappies
Mortar Bomb Tower

Counters to secondary win conditions

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

Fireball Zappies
Fireball Mortar Bomb Tower
Zappies Ice Spirit Bomb Tower
Fireball Zappies
Zappies
Fireball Ice Spirit Bomb Tower Zappies
Fireball Bomb Tower Zappies
Bomb Tower Zappies
Ice Spirit Mortar Fireball Bomb Tower Zappies
Zappies
Bomb Tower Zappies
Fireball
Fireball Bomb Tower Zappies
Fireball Bomb Tower Zappies
Zappies Ice Spirit Mortar Fireball Bomb Tower
Fireball Bomb Tower Zappies
Mortar Fireball Bomb Tower

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 Mortar
Mortar Fireball
Fireball
Fireball
Fireball Mortar
Fireball Ice Spirit
Mortar
Fireball Ice Spirit
Fireball Mortar
Fireball
Mortar Fireball
Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Fireball
Fireball
Mortar Fireball
Ice Spirit Mortar Fireball
Mortar Fireball
Fireball Mortar
Fireball Mortar
Fireball
Ice Spirit Fireball Zappies
Fireball
Mortar Fireball
Ice Spirit Fireball Zappies
Fireball
Ice Spirit Fireball Zappies
Fireball Zappies
Fireball
Fireball
Mortar Fireball
Fireball
Ice Spirit Fireball Zappies
Fireball Zappies
Mortar Fireball
Fireball Mortar

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