My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde Goblin Giant 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.

Knight Royal Giant Goblin Giant Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Giant Miner

Damage spells

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

Lightning

Punishments

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

Royal Giant Goblin Giant Miner

Pump responses

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

Lightning 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 Knight Minion Horde Royal Giant Goblin Giant

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.

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
Minion Horde Royal Giant Miner
Giant Snowball
Fire Spirit Minion Horde Miner
Zap
Fire Spirit Minion Horde Royal Giant Goblin Giant
Barbarian Barrel
Fire Spirit Knight Ice Wizard
The Log
Fire Spirit Royal Giant
Earthquake
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Knight Minion Horde Miner Ice Wizard
Fireball
Minion Horde Ice Wizard
Poison
Minion Horde Ice Wizard
Lightning
Knight Ice Wizard
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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.

Fire Spirit Knight Miner 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.

Royal Giant

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 Minion Horde 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 Knight Miner Ice Wizard Minion Horde Royal Giant Lightning Goblin Giant

Shortest cycle

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

10 Fire Spirit Knight Miner Ice Wizard

Attack Synergies 6 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
Royal Giant Miner Knight Goblin Giant
Knight
Fire Spirit Minion Horde Miner Ice Wizard
Minion Horde
Miner Knight Royal Giant Goblin Giant
Royal Giant
Fire Spirit Lightning Miner Ice Wizard Minion Horde
Lightning
Royal Giant Goblin Giant
Goblin Giant
Fire Spirit Minion Horde Lightning Ice Wizard
Miner
Fire Spirit Minion Horde Royal Giant Knight
Ice Wizard
Royal Giant Knight Goblin Giant

Defense Synergies 2 2

Fire Spirit
Knight
Knight
Fire Spirit Ice Wizard Minion Horde
Minion Horde
Knight Ice Wizard
Royal Giant
Lightning
Goblin Giant
Miner
Ice Wizard
Knight Minion Horde

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.

Lightning Knight Minion Horde Goblin Giant
Minion Horde Knight Ice Wizard
Minion Horde Fire Spirit Knight Lightning Ice Wizard
Minion Horde Knight Ice Wizard
Lightning
Fire Spirit Ice Wizard
Minion Horde Lightning Fire Spirit Ice Wizard
Lightning Goblin Giant
Minion Horde Ice Wizard
Knight Fire Spirit Minion Horde Miner Ice Wizard
Minion Horde Ice Wizard Knight Goblin Giant
Minion Horde Ice Wizard
Minion Horde Fire Spirit Knight Lightning Ice Wizard
Fire Spirit Minion Horde
Knight Minion Horde
Minion Horde Lightning
Minion Horde Knight
Fire Spirit Knight Minion Horde Ice Wizard
Fire Spirit Knight Ice Wizard
Fire Spirit Knight Minion Horde Goblin Giant

Counters to secondary win conditions

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

Knight
Knight Lightning Miner
Knight Minion Horde Lightning Goblin Giant
Lightning Knight Minion Horde Goblin Giant
Knight Minion Horde Goblin Giant
Fire Spirit Minion Horde Goblin Giant Ice Wizard
Knight Minion Horde Lightning Goblin Giant Ice Wizard
Knight Minion Horde Goblin Giant
Minion Horde Lightning Knight
Minion Horde Goblin Giant
Knight Minion Horde
Lightning Goblin Giant
Lightning Knight Minion Horde Goblin Giant
Minion Horde
Knight Minion Horde Lightning Goblin Giant
Minion Horde 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.)

Lightning Knight Minion Horde
Miner Ice Wizard
Lightning Minion Horde Goblin Giant Miner
Lightning Knight
Fire Spirit Minion Horde
Fire Spirit Minion Horde Goblin Giant Ice Wizard
Fire Spirit Minion Horde
Fire Spirit Lightning Ice Wizard
Miner Lightning
Lightning Fire Spirit Minion Horde
Lightning Miner Knight Minion Horde
Lightning Fire Spirit
Lightning Fire Spirit Knight Miner
Lightning Minion Horde
Lightning
Lightning Minion Horde
Lightning Minion Horde
Lightning
Minion Horde Lightning
Lightning Fire Spirit
Lightning Fire Spirit Miner
Lightning Minion Horde
Lightning
Lightning
Lightning Minion Horde
Fire Spirit Ice Wizard
Minion Horde
Miner Lightning Ice Wizard
Lightning Miner
Lightning Miner
Lightning Fire Spirit Minion Horde Ice Wizard
Lightning Minion Horde
Lightning Minion Horde
Lightning Minion Horde Miner
Lightning Minion Horde
Minion Horde
Lightning
Minion Horde Lightning Fire Spirit
Lightning Fire Spirit Ice Wizard
Lightning Miner Knight Minion Horde
Lightning
Lightning
Minion Horde
Minion Horde Lightning
Lightning
Lightning Goblin Giant Miner

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