My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker Tesla Electro Wizard Inferno Dragon

Defensive buildings

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

Tesla

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 Firecracker Tesla Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

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 Golem

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 Golem 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 Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Firecracker Inferno Dragon
Barbarian Barrel
Skeletons Ice Spirit Firecracker Tesla Electro Wizard
The Log
Skeletons Ice Spirit Firecracker
Earthquake
Skeletons Firecracker Tesla
Arrows
Skeletons Ice Spirit Firecracker
Royal Delivery
Skeletons Ice Spirit Firecracker Electro Wizard Inferno Dragon
Fireball
Firecracker Tesla Electro Wizard Inferno Dragon
Poison
Firecracker Electro Wizard
Lightning
Tesla Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker

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 Golem Inferno Dragon

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.

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 Zap Firecracker Tesla Electro Wizard Inferno Dragon Golem

Shortest cycle

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

7 Skeletons Ice Spirit Zap Firecracker

Attack Synergies 3 7

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 Firecracker Golem Inferno Dragon
Zap
Ice Spirit Firecracker Electro Wizard Golem
Firecracker
Zap Ice Spirit Golem Inferno Dragon
Tesla
Golem
Ice Spirit Zap Firecracker Electro Wizard
Electro Wizard
Zap Golem
Inferno Dragon
Ice Spirit Firecracker

Defense Synergies 3 17

Skeletons
Tesla Ice Spirit Zap Firecracker Electro Wizard Inferno Dragon
Ice Spirit
Zap Skeletons Firecracker Tesla Electro Wizard Inferno Dragon
Zap
Ice Spirit Electro Wizard Skeletons Firecracker Tesla Inferno Dragon
Firecracker
Skeletons Ice Spirit Zap Tesla Electro Wizard
Tesla
Skeletons Ice Spirit Zap Firecracker Electro Wizard Inferno Dragon
Golem
Electro Wizard
Zap Skeletons Ice Spirit Firecracker Tesla Inferno Dragon
Inferno Dragon
Skeletons Ice Spirit Zap Tesla Electro Wizard

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 Firecracker Tesla Electro Wizard
Inferno Dragon Skeletons Ice Spirit Zap Firecracker Tesla Electro Wizard
Tesla Skeletons Electro Wizard Inferno Dragon
Tesla Inferno Dragon Skeletons Firecracker Electro Wizard
Firecracker
Skeletons Zap Firecracker Tesla Electro Wizard
Tesla Electro Wizard Inferno Dragon Ice Spirit Zap Firecracker
Zap Tesla Electro Wizard
Tesla Inferno Dragon Skeletons
Skeletons Ice Spirit Firecracker Tesla Electro Wizard
Electro Wizard Skeletons Zap Firecracker Tesla
Tesla Inferno Dragon Zap Firecracker Electro Wizard
Tesla Skeletons Ice Spirit Zap Electro Wizard
Ice Spirit Zap Firecracker Tesla Electro Wizard
Inferno Dragon Tesla Electro Wizard
Ice Spirit Zap Tesla Electro Wizard Inferno Dragon
Tesla Skeletons Firecracker Electro Wizard
Ice Spirit Tesla Zap Firecracker Electro Wizard
Zap Ice Spirit Firecracker Tesla Electro Wizard Inferno Dragon
Tesla Electro Wizard Inferno Dragon
Firecracker Tesla Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Tesla Electro Wizard
Electro Wizard Zap Firecracker Tesla Inferno Dragon
Skeletons Ice Spirit Zap Electro Wizard
Zap Tesla Electro Wizard
Skeletons Tesla Inferno Dragon
Firecracker Skeletons Ice Spirit Zap Tesla Electro Wizard
Skeletons Tesla Electro Wizard
Tesla Inferno Dragon
Zap Electro Wizard Skeletons Ice Spirit Firecracker Inferno Dragon
Skeletons Tesla Inferno Dragon
Inferno Dragon Tesla
Zap Electro Wizard
Skeletons Tesla
Firecracker Tesla
Tesla Electro Wizard Skeletons Ice Spirit Zap Firecracker Inferno Dragon
Zap Firecracker Tesla Electro Wizard Inferno Dragon

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.)

Firecracker
Firecracker Zap Electro Wizard
Firecracker
Zap Firecracker
Firecracker Ice Spirit Zap
Firecracker
Ice Spirit Zap Firecracker
Zap Firecracker
Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker Electro Wizard
Zap Firecracker
Zap
Zap Firecracker Ice Spirit
Inferno Dragon
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Ice Spirit Firecracker
Zap
Zap Ice Spirit Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Ice Spirit
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Ice Spirit Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard

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