My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Electro Wizard

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.

Skeletons Ice Spirit Knight Wizard Electro Giant Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

Punishments

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

Electro Giant Royal Ghost

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 Knight Electro Giant Royal Ghost

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.

Royal Ghost 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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Ice Spirit Knight Wizard Royal Ghost Electro Wizard
The Log
Skeletons Ice Spirit
Earthquake
Skeletons
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Knight Wizard Royal Ghost Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Electro Giant Royal Ghost

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 Arrows Knight Electro Giant Royal Ghost

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 Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Arrows Knight Royal Ghost Electro Wizard Wizard Electro Giant

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Knight

Attack Synergies 1 6

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.

Skeletons
Ice Spirit
Knight Royal Ghost
Arrows
Knight
Knight
Ice Spirit Arrows Wizard Electro Wizard
Wizard
Knight Royal Ghost
Electro Giant
Royal Ghost
Ice Spirit Wizard Electro Wizard
Electro Wizard
Knight Royal Ghost

Defense Synergies 1 14

Skeletons
Ice Spirit Knight Wizard Royal Ghost Electro Wizard
Ice Spirit
Skeletons Knight Wizard Royal Ghost Electro Wizard
Arrows
Knight
Knight
Electro Wizard Skeletons Ice Spirit Arrows Wizard
Wizard
Skeletons Ice Spirit Knight Royal Ghost Electro Wizard
Electro Giant
Royal Ghost
Skeletons Ice Spirit Wizard Electro Wizard
Electro Wizard
Knight Skeletons Ice Spirit Wizard Royal Ghost

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.

Knight Wizard Electro Wizard
Skeletons Ice Spirit Knight Electro Wizard
Skeletons Knight Electro Wizard
Skeletons Knight Electro Wizard
Arrows
Arrows Skeletons Royal Ghost Electro Wizard
Electro Wizard Ice Spirit Arrows Wizard
Arrows Electro Giant Electro Wizard
Skeletons
Knight Skeletons Ice Spirit Royal Ghost Electro Wizard
Electro Wizard Skeletons Arrows Knight Wizard Electro Giant Royal Ghost
Arrows Wizard Electro Wizard
Skeletons Ice Spirit Knight Wizard Electro Wizard
Wizard Ice Spirit Arrows Royal Ghost Electro Wizard
Knight Electro Wizard
Ice Spirit Electro Giant Electro Wizard
Wizard Skeletons Arrows Knight Electro Wizard
Ice Spirit Arrows Knight Wizard Royal Ghost Electro Wizard
Arrows Wizard Ice Spirit Knight Royal Ghost Electro Wizard
Electro Wizard
Wizard Royal Ghost Arrows Knight Electro Giant Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Electro Giant Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Wizard Royal Ghost
Skeletons Ice Spirit Knight Electro Wizard
Knight Electro Wizard
Skeletons Knight
Arrows Wizard Electro Giant Skeletons Ice Spirit Electro Wizard
Skeletons Knight Electro Wizard
Knight
Electro Wizard Skeletons Ice Spirit Knight
Skeletons
Knight
Arrows Electro Giant Electro Wizard
Skeletons Knight Wizard
Wizard Electro Giant
Electro Giant Electro Wizard Skeletons Ice Spirit Knight
Arrows Wizard Electro Giant Royal Ghost Electro Wizard
Arrows 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.)

Arrows Knight Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard Electro Giant Ice Spirit
Arrows Wizard
Arrows Ice Spirit Wizard
Arrows Wizard
Electro Wizard
Arrows Knight Wizard Electro Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Electro Giant Ice Spirit Wizard
Arrows Wizard Royal Ghost Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Giant Electro Wizard
Electro Wizard Ice Spirit Wizard Electro Giant
Arrows Wizard
Ice Spirit Arrows Electro Wizard
Arrows Wizard
Electro Wizard Ice Spirit
Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard
Arrows Wizard
Arrows Electro Giant
Electro Giant Ice Spirit Electro Wizard
Electro Wizard
Electro Giant Royal Ghost Electro Wizard
Wizard

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