My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Hut Inferno Tower Electro Wizard

Defensive buildings

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

Goblin Hut Inferno Tower

Investments

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

Ice Spirit Bats Goblin Hut Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Wall Breakers Lava Hound

Damage spells

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

Fireball

Punishments

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

Wall Breakers

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Wall Breakers Lava Hound

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 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
Bats Wall Breakers Lava Hound
Giant Snowball
Bats Goblin Hut Wall Breakers Lava Hound
Zap
Bats Goblin Hut Inferno Tower Wall Breakers Lava Hound
Barbarian Barrel
Ice Spirit Goblin Hut Inferno Tower Wall Breakers Electro Wizard
The Log
Ice Spirit Goblin Hut Wall Breakers
Earthquake
Goblin Hut Inferno Tower
Arrows
Ice Spirit Bats Goblin Hut Wall Breakers Lava Hound
Royal Delivery
Ice Spirit Bats Goblin Hut Wall Breakers Electro Wizard Lava Hound
Fireball
Goblin Hut Inferno Tower Wall Breakers Electro Wizard Lava Hound
Poison
Bats Goblin Hut Inferno Tower Electro Wizard Lava Hound
Lightning
Goblin Hut Inferno Tower Electro Wizard
Rocket
Goblin Hut Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball

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 Inferno Tower

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

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 Fireball Electro Wizard Lava Hound

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.

Ice Spirit Bats Wall Breakers Fireball Electro Wizard Goblin Hut Inferno Tower Lava Hound

Shortest cycle

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

9 Ice Spirit Bats Wall Breakers Fireball

Attack Synergies 2 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.

Ice Spirit
Bats Goblin Hut Wall Breakers
Bats
Lava Hound Ice Spirit Wall Breakers
Fireball
Lava Hound Wall Breakers Electro Wizard
Goblin Hut
Ice Spirit Lava Hound
Inferno Tower
Wall Breakers
Ice Spirit Bats Fireball Electro Wizard
Electro Wizard
Fireball Wall Breakers
Lava Hound
Bats Fireball Goblin Hut

Defense Synergies 2 11

Ice Spirit
Inferno Tower Bats Fireball Goblin Hut Electro Wizard
Bats
Ice Spirit Inferno Tower Electro Wizard
Fireball
Ice Spirit Goblin Hut Inferno Tower Electro Wizard
Goblin Hut
Ice Spirit Fireball Inferno Tower Electro Wizard
Inferno Tower
Ice Spirit Electro Wizard Bats Fireball Goblin Hut
Wall Breakers
Electro Wizard
Inferno Tower Ice Spirit Bats Fireball Goblin Hut
Lava Hound

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.

Fireball Goblin Hut Inferno Tower Electro Wizard
Inferno Tower Ice Spirit Bats Goblin Hut Electro Wizard
Goblin Hut Inferno Tower Bats Electro Wizard
Goblin Hut Inferno Tower Bats Electro Wizard
Fireball
Fireball Bats Electro Wizard
Bats Inferno Tower Electro Wizard Ice Spirit Fireball Goblin Hut
Fireball Inferno Tower Electro Wizard
Inferno Tower Goblin Hut
Ice Spirit Inferno Tower Electro Wizard
Bats Electro Wizard Fireball Goblin Hut
Inferno Tower Bats Fireball Goblin Hut Electro Wizard
Goblin Hut Inferno Tower Ice Spirit Bats Fireball Electro Wizard
Fireball Ice Spirit Bats Goblin Hut Electro Wizard
Inferno Tower Goblin Hut Electro Wizard
Inferno Tower Ice Spirit Fireball Goblin Hut Electro Wizard
Bats Fireball Goblin Hut Inferno Tower Electro Wizard
Ice Spirit Fireball Bats Goblin Hut Electro Wizard
Ice Spirit Bats Fireball Goblin Hut Electro Wizard
Goblin Hut Inferno Tower Electro Wizard
Bats Fireball Electro Wizard

Counters to secondary win conditions

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

Fireball Goblin Hut Inferno Tower Electro Wizard
Fireball Electro Wizard
Ice Spirit Bats Goblin Hut Inferno Tower Electro Wizard
Bats Fireball Inferno Tower Electro Wizard
Inferno Tower Goblin Hut
Fireball Ice Spirit Bats Goblin Hut Electro Wizard
Bats Fireball Goblin Hut Inferno Tower Electro Wizard
Inferno Tower
Electro Wizard Ice Spirit Bats Fireball Goblin Hut Inferno Tower
Inferno Tower Goblin Hut
Bats Goblin Hut Inferno Tower
Fireball Electro Wizard
Fireball Inferno Tower
Fireball
Goblin Hut Inferno Tower Electro Wizard Ice Spirit Bats Fireball
Bats Fireball Goblin Hut Inferno Tower Electro 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
Fireball Electro Wizard
Fireball Goblin Hut
Fireball
Fireball
Fireball Ice Spirit Bats
Fireball Ice Spirit
Fireball
Bats Fireball Electro Wizard
Fireball Electro Wizard
Fireball
Fireball Goblin Hut
Fireball
Fireball Goblin Hut
Fireball Goblin Hut
Fireball Goblin Hut
Fireball
Bats
Fireball Electro Wizard
Fireball
Fireball
Fireball
Fireball
Ice Spirit Fireball
Fireball Electro Wizard
Fireball
Fireball
Bats Fireball Electro Wizard
Electro Wizard Ice Spirit Bats Fireball Goblin Hut
Fireball
Fireball
Ice Spirit Fireball Electro Wizard
Fireball
Electro Wizard Ice Spirit Bats Fireball Goblin Hut
Fireball Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Ice Spirit Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: