My Best Clash Royale Deck

Deck Check Rating

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

2 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Bats Wizard Ice Wizard

Defensive buildings

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

Missing

Investments

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

Bats Wizard Dark Prince Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Miner

Damage spells

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

Rocket

Punishments

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

Dark Prince Miner Mega Knight

Pump responses

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

Rocket Miner

Dropped at the bridge

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

Fire Spirit Dark Prince Mega 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.

Dark Prince Miner

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 Dark Prince Miner
Giant Snowball
Fire Spirit Bats Miner
Zap
Fire Spirit Bats Dark Prince
Barbarian Barrel
Fire Spirit Wizard Dark Prince Ice Wizard
The Log
Fire Spirit Dark Prince
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Wizard Dark Prince Miner Ice Wizard
Fireball
Wizard Ice Wizard
Poison
Bats Wizard Ice Wizard
Lightning
Wizard Dark Prince Ice Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Rocket Dark Prince Ice Wizard Mega Knight

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.

Fire Spirit Bats Rocket Dark Prince Miner Ice Wizard Mega Knight

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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Miner Ice Wizard Dark Prince Wizard Rocket Mega Knight

Shortest cycle

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

9 Fire Spirit Bats Miner Ice Wizard

Attack Synergies 3 9

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.

Fire Spirit
Miner Dark Prince
Bats
Miner Mega Knight Dark Prince
Wizard
Dark Prince Miner Mega Knight
Rocket
Miner
Dark Prince
Fire Spirit Bats Wizard Miner Ice Wizard
Miner
Fire Spirit Bats Wizard Rocket Dark Prince Mega Knight
Ice Wizard
Dark Prince
Mega Knight
Bats Wizard Miner

Defense Synergies 0 9

Fire Spirit
Bats
Dark Prince Ice Wizard Mega Knight
Wizard
Dark Prince Ice Wizard Mega Knight
Rocket
Dark Prince
Bats Wizard Ice Wizard
Miner
Mega Knight
Ice Wizard
Bats Wizard Dark Prince Mega Knight
Mega Knight
Bats Wizard Miner Ice 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.

Rocket Wizard
Bats Dark Prince Ice Wizard Mega Knight
Rocket Mega Knight Fire Spirit Bats Dark Prince Ice Wizard
Bats Dark Prince Ice Wizard Mega Knight
Rocket Dark Prince Mega Knight
Fire Spirit Bats Dark Prince Ice Wizard Mega Knight
Bats Rocket Fire Spirit Wizard Ice Wizard
Rocket Mega Knight
Ice Wizard
Fire Spirit Dark Prince Miner Ice Wizard Mega Knight
Bats Ice Wizard Wizard Dark Prince Mega Knight
Bats Wizard Ice Wizard
Mega Knight Fire Spirit Bats Wizard Rocket Dark Prince Ice Wizard
Fire Spirit Wizard Rocket Mega Knight Bats Dark Prince
Mega Knight
Rocket Mega Knight
Wizard Mega Knight Bats Dark Prince
Fire Spirit Mega Knight Bats Wizard Dark Prince Ice Wizard
Wizard Fire Spirit Bats Dark Prince Ice Wizard Mega Knight
Wizard Dark Prince Mega Knight Fire Spirit Bats

Counters to secondary win conditions

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

Mega Knight Dark Prince
Wizard Rocket Miner Mega Knight
Mega Knight Bats Rocket Dark Prince
Rocket Dark Prince Mega Knight Bats
Dark Prince Mega Knight
Fire Spirit Wizard Rocket Bats Ice Wizard
Rocket Dark Prince Bats Ice Wizard
Mega Knight Dark Prince
Rocket Mega Knight Bats Dark Prince
Mega Knight Bats Dark Prince
Rocket Mega Knight Dark Prince
Rocket Dark Prince Mega Knight Wizard
Wizard Mega Knight
Bats Rocket Dark Prince
Bats Mega Knight Wizard Dark Prince 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.)

Rocket
Miner Ice Wizard
Rocket Miner
Rocket Dark Prince
Wizard Rocket Fire Spirit Dark Prince Mega Knight
Wizard Fire Spirit Bats Rocket Ice Wizard
Fire Spirit Wizard
Fire Spirit Wizard Ice Wizard
Miner Wizard
Rocket Fire Spirit Bats
Rocket Miner Wizard Dark Prince
Fire Spirit Wizard Rocket
Rocket Fire Spirit Miner
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Bats Rocket
Rocket Fire Spirit Wizard Dark Prince Mega Knight
Rocket Fire Spirit Wizard Miner Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Fire Spirit Wizard Dark Prince Ice Wizard Mega Knight
Miner Wizard Ice Wizard
Wizard Miner Mega Knight
Rocket Miner
Fire Spirit Bats Wizard Ice Wizard
Rocket Bats Wizard
Wizard Rocket Miner Mega Knight
Rocket
Mega Knight
Rocket Wizard
Fire Spirit Bats Rocket Dark Prince
Rocket Fire Spirit Wizard Ice Wizard
Miner Wizard Rocket Dark Prince Mega Knight
Wizard
Rocket
Dark Prince Mega Knight
Bats Rocket
Bats Rocket
Rocket Dark Prince Miner Mega Knight

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