My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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 Bats Knight Firecracker Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

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

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 Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker Wizard

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 Bats Knight

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.

Goblin Barrel

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 Goblin Barrel

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats Zap Knight Firecracker Goblin Barrel Wizard

Shortest cycle

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

6 Skeletons Ice Spirit Bats Zap

Attack Synergies 7 8

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
Zap Knight Goblin Barrel Bats Firecracker
Bats
Knight Ice Spirit Zap Firecracker Goblin Barrel
Zap
Ice Spirit Firecracker Bats Knight
Knight
Ice Spirit Bats Firecracker Goblin Barrel Zap Wizard
Firecracker
Zap Knight Ice Spirit Bats Goblin Barrel
Wizard
Knight
Goblin Barrel
Ice Spirit Knight Bats Firecracker

Defense Synergies 3 15

Skeletons
Ice Spirit Bats Zap Knight Firecracker Wizard
Ice Spirit
Zap Skeletons Bats Knight Firecracker Wizard
Bats
Knight Skeletons Ice Spirit Zap Firecracker
Zap
Ice Spirit Skeletons Bats Knight Firecracker
Knight
Bats Firecracker Skeletons Ice Spirit Zap Wizard
Firecracker
Knight Skeletons Ice Spirit Bats Zap
Wizard
Skeletons Ice Spirit Knight
Goblin Barrel

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 Firecracker Wizard
Skeletons Ice Spirit Bats Zap Knight Firecracker
Skeletons Bats Knight
Skeletons Bats Knight Firecracker
Firecracker
Skeletons Bats Zap Firecracker
Bats Ice Spirit Zap Firecracker Wizard
Zap
Skeletons
Knight Skeletons Ice Spirit Firecracker
Bats Skeletons Zap Knight Firecracker Wizard
Bats Zap Firecracker Wizard
Skeletons Ice Spirit Bats Zap Knight Wizard
Wizard Ice Spirit Bats Zap Firecracker
Knight
Ice Spirit Zap
Wizard Skeletons Bats Knight Firecracker
Ice Spirit Bats Zap Knight Firecracker Wizard
Zap Wizard Ice Spirit Bats Knight Firecracker
Wizard Bats Knight Firecracker

Counters to secondary win conditions

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

Knight Skeletons Zap
Zap Knight Firecracker Wizard
Skeletons Ice Spirit Bats Zap Knight
Bats Zap Knight
Skeletons Knight
Firecracker Wizard Skeletons Ice Spirit Bats Zap
Skeletons Bats Knight
Knight
Zap Skeletons Ice Spirit Bats Knight Firecracker
Skeletons
Bats Knight
Zap
Skeletons Knight Wizard
Wizard Firecracker
Skeletons Ice Spirit Bats Zap Knight Firecracker
Bats Zap Firecracker Wizard
Zap

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.)

Knight Firecracker
Firecracker Zap
Knight Firecracker
Wizard Zap Firecracker
Firecracker Wizard Ice Spirit Bats Zap
Firecracker Wizard
Ice Spirit Zap Firecracker Wizard
Zap Firecracker Wizard
Bats
Firecracker Zap Knight Wizard
Zap Firecracker Wizard
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Bats
Zap Firecracker Wizard
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Ice Spirit Wizard
Firecracker Zap Wizard
Zap Wizard
Zap Firecracker
Bats Zap Firecracker Wizard
Zap Ice Spirit Bats Firecracker Wizard
Zap Wizard
Zap Ice Spirit Firecracker
Firecracker Wizard
Zap Ice Spirit Bats
Zap Firecracker Wizard
Knight Firecracker Wizard
Zap Firecracker Wizard
Zap
Firecracker
Zap Ice Spirit Bats Firecracker
Firecracker Bats Zap
Zap Firecracker
Firecracker Wizard

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