My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Ice Wizard Inferno Dragon

Defensive buildings

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

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Wizard Ice Wizard Bandit Inferno Dragon

Offensive cards

Win conditions

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

Goblin Drill Graveyard

Damage spells

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

Missing

Punishments

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

Bandit Graveyard

Pump responses

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

Goblin Drill Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Bandit

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.

Electro Spirit Goblin Drill Bandit Graveyard

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 Goblin Drill Bandit Inferno Dragon Graveyard
Giant Snowball
Skeletons Goblin Drill Inferno Dragon Graveyard
Zap
Skeletons Goblin Drill Bandit Inferno Dragon Graveyard
Barbarian Barrel
Skeletons Electro Spirit Wizard Goblin Drill Ice Wizard Bandit Graveyard
The Log
Skeletons Electro Spirit Goblin Drill Bandit Graveyard
Earthquake
Skeletons Goblin Drill Graveyard
Arrows
Skeletons Electro Spirit Goblin Drill Graveyard
Royal Delivery
Skeletons Electro Spirit Wizard Goblin Drill Ice Wizard Bandit Inferno Dragon Graveyard
Fireball
Wizard Goblin Drill Ice Wizard Bandit Inferno Dragon
Poison
Wizard Goblin Drill Ice Wizard Graveyard
Lightning
Wizard Ice Wizard Bandit Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Ice 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.

Electro Spirit Goblin Drill Ice Wizard Inferno Dragon

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.

Graveyard

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.

Wizard Ice 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.

Skeletons Electro Spirit Ice Wizard Bandit Goblin Drill Inferno Dragon Wizard Graveyard

Shortest cycle

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

8 Skeletons Electro Spirit Ice Wizard Bandit

Attack Synergies 0 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
Electro Spirit
Goblin Drill Bandit
Wizard
Bandit
Goblin Drill
Electro Spirit Bandit
Ice Wizard
Bandit Graveyard
Bandit
Electro Spirit Wizard Goblin Drill Ice Wizard Graveyard
Inferno Dragon
Graveyard
Ice Wizard Bandit

Defense Synergies 0 11

Skeletons
Electro Spirit Wizard Ice Wizard Bandit Inferno Dragon
Electro Spirit
Skeletons Goblin Drill
Wizard
Skeletons Ice Wizard Bandit
Goblin Drill
Electro Spirit Ice Wizard
Ice Wizard
Skeletons Wizard Goblin Drill Bandit Inferno Dragon
Bandit
Skeletons Wizard Ice Wizard
Inferno Dragon
Skeletons Ice Wizard
Graveyard

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.

Wizard
Inferno Dragon Skeletons Goblin Drill Ice Wizard Bandit
Skeletons Goblin Drill Ice Wizard Bandit Inferno Dragon
Inferno Dragon Skeletons Goblin Drill Ice Wizard Bandit
Skeletons Electro Spirit Ice Wizard Bandit
Inferno Dragon Electro Spirit Wizard Ice Wizard
Electro Spirit Bandit
Inferno Dragon Skeletons Goblin Drill Ice Wizard
Skeletons Ice Wizard Bandit
Ice Wizard Skeletons Electro Spirit Wizard Goblin Drill Bandit
Inferno Dragon Wizard Ice Wizard
Goblin Drill Skeletons Wizard Ice Wizard Bandit
Wizard Electro Spirit Goblin Drill
Inferno Dragon Goblin Drill Bandit
Goblin Drill Bandit Inferno Dragon
Wizard Skeletons Goblin Drill
Electro Spirit Wizard Goblin Drill Ice Wizard Bandit
Wizard Goblin Drill Electro Spirit Ice Wizard Bandit Inferno Dragon
Goblin Drill Inferno Dragon
Wizard Electro Spirit Bandit

Counters to secondary win conditions

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

Skeletons Bandit
Bandit Wizard Inferno Dragon
Bandit Skeletons
Bandit
Skeletons Goblin Drill Bandit Inferno Dragon
Wizard Skeletons Electro Spirit Ice Wizard
Skeletons Ice Wizard Bandit
Inferno Dragon
Skeletons Electro Spirit Bandit Inferno Dragon
Skeletons Goblin Drill Inferno Dragon
Inferno Dragon
Skeletons Wizard Bandit
Wizard
Skeletons Electro Spirit Goblin Drill Inferno Dragon
Electro Spirit Wizard Ice Wizard Inferno Dragon
Electro Spirit Ice 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.)

Goblin Drill Bandit
Ice Wizard Bandit
Goblin Drill Bandit
Wizard
Wizard Electro Spirit Ice Wizard
Wizard
Wizard Ice Wizard
Wizard Bandit
Wizard Bandit
Wizard
Bandit
Bandit
Wizard Goblin Drill Bandit
Wizard Bandit
Wizard Bandit
Wizard
Wizard
Goblin Drill
Electro Spirit Wizard Ice Wizard
Inferno Dragon
Wizard Ice Wizard Bandit
Wizard Bandit
Bandit
Wizard Ice Wizard
Electro Spirit Wizard
Wizard Bandit
Electro Spirit
Wizard
Electro Spirit Bandit
Wizard Ice Wizard
Wizard
Wizard
Electro Spirit
Bandit
Inferno Dragon
Wizard

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