My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Ice Wizard

Defensive buildings

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

Tombstone

Investments

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

Knight Tombstone Ice Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Fireball Tornado Freeze

Punishments

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

Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

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.

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
Graveyard
Giant Snowball
Tombstone Graveyard
Zap
Tombstone Graveyard
Barbarian Barrel
Knight Tombstone Ice Wizard Graveyard
The Log
Tombstone Graveyard
Earthquake
Tombstone Graveyard
Arrows
Tombstone Graveyard
Royal Delivery
Knight Ice Wizard Graveyard
Fireball
Tombstone Ice Wizard
Poison
Tombstone Ice Wizard Graveyard
Lightning
Knight Tombstone Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Freeze 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.

Knight Tombstone Tornado Freeze Ice Wizard

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.

Fireball 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.

Fireball 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 Tombstone Tornado Ice Wizard Fireball Freeze Graveyard

Shortest cycle

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

11 Zap Knight Tombstone Tornado

Attack Synergies 7 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
Fireball Tornado Graveyard Knight Freeze Ice Wizard
Knight
Graveyard Zap Fireball Ice Wizard
Tombstone
Fireball
Zap Tornado Graveyard Knight Freeze
Tornado
Zap Fireball Freeze Ice Wizard Graveyard
Freeze
Graveyard Zap Fireball Tornado
Ice Wizard
Zap Knight Tornado Graveyard
Graveyard
Zap Knight Fireball Freeze Tornado Ice Wizard

Defense Synergies 4 10

Zap
Fireball Knight Tombstone Tornado Ice Wizard
Knight
Ice Wizard Zap Fireball Tornado
Tombstone
Zap Fireball Ice Wizard
Fireball
Zap Tornado Knight Tombstone Freeze Ice Wizard
Tornado
Fireball Ice Wizard Zap Knight
Freeze
Fireball
Ice Wizard
Knight Tornado Zap Tombstone Fireball
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.

Zap Knight Tombstone Fireball
Zap Knight Tombstone Ice Wizard
Tornado Knight Tombstone Freeze Ice Wizard
Knight Tombstone Ice Wizard
Tombstone Fireball Tornado
Fireball Tornado Freeze Zap Ice Wizard
Tornado Zap Tombstone Fireball Freeze Ice Wizard
Zap Fireball
Tombstone Tornado Ice Wizard
Knight Tornado Ice Wizard
Ice Wizard Zap Knight Tombstone Fireball Tornado Freeze
Zap Fireball Tornado Ice Wizard
Tombstone Zap Knight Fireball Freeze Ice Wizard
Fireball Zap Tombstone Tornado Freeze
Knight Tombstone
Tornado Zap Fireball Freeze
Knight Tombstone Fireball Tornado
Tombstone Fireball Zap Knight Tornado Ice Wizard
Zap Tornado Freeze Knight Tombstone Fireball Ice Wizard
Tornado
Knight Fireball

Counters to secondary win conditions

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

Knight Zap Tombstone Fireball
Fireball Zap Knight
Tombstone Zap Knight
Zap Knight Fireball Tornado
Knight Tombstone
Fireball Zap Tornado Freeze Ice Wizard
Knight Tombstone Fireball Ice Wizard
Knight
Zap Freeze Knight Tombstone Fireball Tornado
Tombstone
Knight Tombstone
Zap Fireball Tornado
Knight Tombstone Fireball
Fireball
Tombstone Zap Knight Fireball Tornado Freeze
Zap Fireball Freeze 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.)

Fireball Knight Freeze
Fireball Zap Tornado Ice Wizard
Fireball
Knight Fireball Freeze
Fireball Zap
Fireball Zap Tornado Freeze Ice Wizard
Tornado
Fireball Zap Tornado Freeze Ice Wizard
Fireball Zap Tornado
Fireball Tornado
Zap Knight Fireball Tornado
Fireball Zap Tornado
Knight Fireball
Fireball Freeze
Zap Fireball
Zap Fireball
Fireball
Fireball Tornado Freeze
Zap Fireball
Zap Fireball Tornado
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Freeze Fireball Ice Wizard
Fireball Zap Tornado Ice Wizard
Fireball Zap Tornado
Fireball Zap Tornado
Zap Fireball Tornado Ice Wizard
Zap Fireball Freeze
Fireball
Zap Fireball
Zap Fireball Freeze
Fireball
Zap Tombstone Fireball Freeze
Fireball Zap Tornado Ice Wizard
Freeze
Fireball
Fireball Knight
Zap Fireball
Zap Fireball Tornado
Zap Fireball Tornado Freeze
Zap Fireball Tornado
Zap Fireball Tornado Freeze

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