My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Executioner

Defensive buildings

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

Mortar

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 Knight Executioner Sparky Monk

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Fireball

Punishments

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

Mortar

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 Knight Mortar

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.

Monk

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
Sparky
Giant Snowball
Zap
Mortar Sparky
Barbarian Barrel
Ice Spirit Knight Mortar Executioner Sparky
The Log
Ice Spirit Sparky
Earthquake
Mortar
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Knight Executioner Sparky
Fireball
Mortar Executioner Sparky
Poison
Mortar Executioner Sparky
Lightning
Knight Mortar Executioner Sparky Monk
Rocket
Mortar Executioner Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Mortar Fireball Executioner Sparky

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 Knight Executioner Sparky

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.

Ice Spirit Zap Knight Mortar Fireball Executioner Monk Sparky

Shortest cycle

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

10 Ice Spirit Zap Knight Mortar

Attack Synergies 7 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
Zap Knight Sparky Mortar Executioner
Zap
Ice Spirit Fireball Sparky Knight Mortar Executioner
Knight
Ice Spirit Mortar Executioner Zap Fireball Sparky
Mortar
Knight Ice Spirit Zap Fireball
Fireball
Zap Knight Mortar Sparky
Executioner
Knight Ice Spirit Zap
Sparky
Ice Spirit Zap Knight Fireball
Monk

Defense Synergies 4 12

Ice Spirit
Zap Sparky Knight Mortar Fireball Executioner
Zap
Ice Spirit Fireball Knight Mortar Executioner Sparky
Knight
Executioner Ice Spirit Zap Mortar Fireball Sparky
Mortar
Ice Spirit Zap Knight Fireball
Fireball
Zap Ice Spirit Knight Mortar
Executioner
Knight Ice Spirit Zap
Sparky
Ice Spirit Zap Knight
Monk

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.

Zap Knight Mortar Fireball Executioner Sparky
Sparky Ice Spirit Zap Knight Mortar Executioner Monk
Mortar Sparky Knight Executioner
Sparky Knight Mortar Monk
Fireball Sparky Monk
Fireball Zap Executioner
Ice Spirit Zap Mortar Fireball Executioner
Zap Fireball Sparky Monk
Sparky Mortar
Knight Ice Spirit Sparky
Executioner Zap Knight Fireball
Executioner Zap Fireball
Mortar Sparky Ice Spirit Zap Knight Fireball
Fireball Executioner Sparky Ice Spirit Zap Mortar
Sparky Knight Mortar
Monk Ice Spirit Zap Mortar Fireball Sparky
Sparky Knight Mortar Fireball Executioner
Ice Spirit Mortar Fireball Zap Knight Executioner
Zap Mortar Executioner Ice Spirit Knight Fireball
Sparky Mortar
Knight Fireball Executioner Sparky
Mortar Sparky

Counters to secondary win conditions

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

Knight Zap Fireball Sparky
Fireball Zap Knight Mortar Executioner Monk
Ice Spirit Zap Knight Sparky
Zap Knight Fireball Sparky Monk
Knight Executioner Sparky
Fireball Executioner Ice Spirit Zap Monk
Sparky Knight Fireball
Knight Sparky
Zap Ice Spirit Knight Mortar Fireball Sparky Monk
Sparky
Knight Sparky
Monk Zap Fireball
Knight Fireball Executioner Sparky
Fireball Executioner Sparky
Sparky Ice Spirit Zap Knight Mortar Fireball Executioner Monk
Executioner Zap Fireball Sparky
Zap Mortar Fireball

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 Knight Mortar Sparky Monk
Mortar Fireball Monk Zap Executioner
Fireball Sparky
Knight Fireball Sparky
Fireball Executioner Zap Mortar Sparky
Fireball Executioner Ice Spirit Zap Monk
Mortar Executioner Sparky
Fireball Ice Spirit Zap Executioner
Fireball Monk Zap Mortar
Fireball Sparky
Monk Zap Knight Mortar Fireball Sparky
Fireball Monk Zap Executioner
Knight Mortar Fireball Executioner Sparky
Mortar Fireball Monk
Zap Mortar Fireball Sparky
Zap Mortar Fireball Executioner Sparky
Mortar Fireball Executioner Sparky
Monk Mortar Fireball Sparky
Sparky
Zap Mortar Fireball Executioner Sparky Monk
Zap Mortar Fireball Monk
Fireball Sparky Monk
Fireball
Sparky Monk
Zap Mortar Fireball Monk
Zap Ice Spirit Mortar Fireball Executioner Sparky
Mortar Fireball Zap Executioner Sparky Monk
Fireball Zap Mortar Sparky Monk
Fireball Zap Mortar Sparky
Zap Fireball Executioner Sparky
Zap Ice Spirit Fireball
Fireball Sparky
Zap Mortar Fireball Sparky
Zap Ice Spirit Fireball Sparky Monk
Sparky
Fireball Sparky Monk
Zap Ice Spirit Fireball
Fireball Zap Executioner Monk
Fireball
Fireball Knight Executioner Sparky
Zap Mortar Fireball Executioner
Monk Zap Fireball Sparky
Executioner Sparky
Zap Ice Spirit Fireball Sparky
Zap Fireball Executioner
Zap Mortar Fireball Executioner Sparky Monk
Sparky
Fireball Mortar Sparky Monk

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