My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

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 Balloon Fisherman Electro Wizard Inferno Dragon Mega Knight Skeleton King

Offensive cards

Win conditions

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

Balloon

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.

Balloon Mega Knight

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 Balloon Mega Knight Skeleton King

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.

Balloon Electro Wizard

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
Balloon Fisherman Inferno Dragon Skeleton King
Giant Snowball
Balloon Fisherman Inferno Dragon Skeleton King
Zap
Balloon Fisherman Inferno Dragon Skeleton King
Barbarian Barrel
Ice Spirit Electro Wizard Skeleton King
The Log
Ice Spirit Fisherman Skeleton King
Earthquake
Skeleton King
Arrows
Ice Spirit Skeleton King
Royal Delivery
Ice Spirit Balloon Fisherman Electro Wizard Inferno Dragon Skeleton King
Fireball
Balloon Fisherman Electro Wizard Inferno Dragon Skeleton King
Poison
Balloon Fisherman Electro Wizard Skeleton King
Lightning
Balloon Fisherman Electro Wizard Inferno Dragon Skeleton King
Rocket
Balloon Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mega Knight Skeleton King

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 Inferno Dragon Mega Knight

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 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 Fisherman Electro Wizard Inferno Dragon Skeleton King Balloon Mega Knight

Shortest cycle

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

10 Ice Spirit Rage Fisherman Electro Wizard

Attack Synergies 3 9

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
Balloon Fisherman Inferno Dragon Mega Knight
Rage
Balloon Electro Wizard
Balloon
Ice Spirit Rage Fisherman Electro Wizard Mega Knight
Fisherman
Ice Spirit Balloon Mega Knight
Electro Wizard
Rage Balloon Mega Knight
Inferno Dragon
Mega Knight Ice Spirit
Mega Knight
Inferno Dragon Ice Spirit Balloon Fisherman Electro Wizard
Skeleton King

Defense Synergies 0 10

Ice Spirit
Fisherman Electro Wizard Inferno Dragon Mega Knight
Rage
Balloon
Fisherman
Ice Spirit Mega Knight Skeleton King
Electro Wizard
Ice Spirit Inferno Dragon Mega Knight
Inferno Dragon
Ice Spirit Electro Wizard Mega Knight Skeleton King
Mega Knight
Ice Spirit Fisherman Electro Wizard Inferno Dragon
Skeleton King
Fisherman Inferno Dragon

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.

Electro Wizard
Inferno Dragon Ice Spirit Fisherman Electro Wizard Mega Knight
Fisherman Mega Knight Electro Wizard Inferno Dragon
Inferno Dragon Fisherman Electro Wizard Mega Knight Skeleton King
Mega Knight
Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Ice Spirit
Electro Wizard Mega Knight
Inferno Dragon Fisherman Skeleton King
Ice Spirit Fisherman Electro Wizard Mega Knight
Electro Wizard Fisherman Mega Knight Skeleton King
Inferno Dragon Electro Wizard
Mega Knight Ice Spirit Electro Wizard
Mega Knight Ice Spirit Electro Wizard Skeleton King
Inferno Dragon Electro Wizard Mega Knight Skeleton King
Ice Spirit Fisherman Electro Wizard Inferno Dragon Mega Knight
Mega Knight Fisherman Electro Wizard
Ice Spirit Mega Knight Fisherman Electro Wizard
Ice Spirit Fisherman Electro Wizard Inferno Dragon Mega Knight
Fisherman Electro Wizard Inferno Dragon
Mega Knight Fisherman Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Fisherman Electro Wizard
Electro Wizard Fisherman Inferno Dragon Mega Knight
Mega Knight Ice Spirit Fisherman Electro Wizard
Mega Knight Fisherman Electro Wizard
Fisherman Inferno Dragon Mega Knight
Ice Spirit Electro Wizard
Electro Wizard
Mega Knight Fisherman Inferno Dragon
Electro Wizard Mega Knight Ice Spirit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Electro Wizard
Mega Knight Skeleton King
Mega Knight
Electro Wizard Ice Spirit Fisherman Inferno Dragon Skeleton King
Mega Knight Electro Wizard Inferno Dragon Skeleton King
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.)

Fisherman Electro Wizard
Mega Knight
Ice Spirit
Ice Spirit
Fisherman
Fisherman Electro Wizard
Fisherman Electro Wizard
Fisherman
Fisherman
Fisherman
Mega Knight
Fisherman
Fisherman Electro Wizard Mega Knight
Mega Knight
Mega Knight
Fisherman
Ice Spirit Mega Knight
Fisherman Inferno Dragon
Fisherman Electro Wizard
Fisherman Mega Knight
Fisherman
Electro Wizard
Electro Wizard Ice Spirit
Mega Knight
Ice Spirit Electro Wizard
Mega Knight
Electro Wizard Ice Spirit
Electro Wizard
Electro Wizard Mega Knight
Skeleton King
Mega Knight
Ice Spirit Electro Wizard Skeleton King
Electro Wizard
Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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