My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Knight Electro Giant Ice Wizard Bandit Magic Archer

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.

Zap Earthquake

Punishments

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

Electro Giant Bandit

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Electro Giant Bandit Magic Archer

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.

Bandit Magic Archer

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
Bandit
Giant Snowball
Zap
Bandit
Barbarian Barrel
Knight Bomb Tower Ice Wizard Bandit Magic Archer
The Log
Bandit
Earthquake
Bomb Tower
Arrows
Royal Delivery
Knight Ice Wizard Bandit Magic Archer
Fireball
Bomb Tower Ice Wizard Bandit Magic Archer
Poison
Bomb Tower Ice Wizard Magic Archer
Lightning
Knight Bomb Tower Ice Wizard Bandit Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Bomb Tower Electro Giant Ice Wizard Magic Archer

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.

Knight Electro Giant Ice Wizard

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Earthquake Ice Wizard Bandit Bomb Tower Magic Archer Electro Giant

Shortest cycle

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

11 Zap Knight Earthquake Ice Wizard

Attack Synergies 1 10

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.

Zap
Earthquake Knight Ice Wizard Bandit Magic Archer
Knight
Zap Earthquake Ice Wizard Magic Archer
Earthquake
Zap Knight Electro Giant
Bomb Tower
Electro Giant
Earthquake
Ice Wizard
Zap Knight Bandit
Bandit
Zap Ice Wizard Magic Archer
Magic Archer
Zap Knight Bandit

Defense Synergies 4 13

Zap
Bomb Tower Knight Earthquake Ice Wizard Bandit Magic Archer
Knight
Bomb Tower Ice Wizard Magic Archer Zap Earthquake
Earthquake
Zap Knight Bomb Tower Ice Wizard
Bomb Tower
Zap Knight Earthquake Ice Wizard Magic Archer
Electro Giant
Ice Wizard
Ice Wizard
Knight Zap Earthquake Bomb Tower Electro Giant Bandit
Bandit
Zap Ice Wizard Magic Archer
Magic Archer
Knight Zap Bomb Tower Bandit

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.

Earthquake Zap Knight Magic Archer
Bomb Tower Zap Knight Ice Wizard Bandit
Bomb Tower Knight Ice Wizard Bandit
Bomb Tower Knight Ice Wizard Bandit
Earthquake Bomb Tower
Zap Earthquake Bomb Tower Ice Wizard Bandit Magic Archer
Zap Bomb Tower Ice Wizard Magic Archer
Earthquake Zap Bomb Tower Electro Giant Bandit Magic Archer
Bomb Tower Ice Wizard
Knight Ice Wizard Bandit
Ice Wizard Zap Knight Earthquake Bomb Tower Electro Giant Bandit Magic Archer
Zap Ice Wizard Magic Archer
Bomb Tower Zap Knight Earthquake Ice Wizard Bandit
Bomb Tower Zap Earthquake Magic Archer
Knight Bomb Tower Bandit
Bomb Tower Zap Electro Giant Bandit
Bomb Tower Knight
Bomb Tower Zap Knight Ice Wizard Bandit Magic Archer
Zap Earthquake Bomb Tower Knight Ice Wizard Bandit Magic Archer
Bomb Tower
Knight Earthquake Bomb Tower Electro Giant Bandit
Bomb Tower

Counters to secondary win conditions

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

Knight Zap Electro Giant Bandit
Bandit Zap Knight Bomb Tower Magic Archer
Bandit Zap Knight Bomb Tower
Zap Knight Bandit
Knight Bandit
Electro Giant Zap Bomb Tower Ice Wizard Magic Archer
Knight Bomb Tower Ice Wizard Bandit
Knight Bomb Tower
Zap Knight Bomb Tower Bandit Magic Archer
Knight Bomb Tower
Zap Electro Giant
Knight Bomb Tower Bandit
Bomb Tower Electro Giant Magic Archer
Electro Giant Zap Knight Bomb Tower Magic Archer
Zap Earthquake Bomb Tower Electro Giant Ice Wizard Magic Archer
Zap Bomb Tower 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.)

Earthquake Magic Archer Knight Bandit
Zap Ice Wizard Bandit Magic Archer
Earthquake Bandit Magic Archer
Earthquake Knight
Zap Earthquake Magic Archer
Electro Giant Zap Ice Wizard Magic Archer
Earthquake Magic Archer
Earthquake Zap Ice Wizard Magic Archer
Zap Bandit
Zap Knight Earthquake Bandit Magic Archer
Zap Magic Archer
Earthquake Knight Bandit Magic Archer
Earthquake Bandit Magic Archer
Earthquake Zap Magic Archer
Earthquake Zap Bandit Magic Archer
Earthquake Magic Archer Bandit
Earthquake
Zap Earthquake Bandit Magic Archer
Zap Earthquake Electro Giant Magic Archer
Earthquake Magic Archer
Earthquake Zap
Zap Earthquake Electro Giant Ice Wizard Magic Archer
Zap Earthquake Ice Wizard Bandit Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Electro Giant Ice Wizard Magic Archer
Zap Electro Giant
Zap Earthquake Bandit Magic Archer
Zap Magic Archer
Earthquake Magic Archer
Zap Earthquake Bandit Magic Archer
Zap Ice Wizard Magic Archer
Knight Magic Archer
Zap Earthquake Magic Archer
Zap Electro Giant
Zap Electro Giant Magic Archer
Zap Magic Archer
Zap Electro Giant Bandit Magic Archer

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