My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Executioner Goblin Giant Electro 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.

Ice Spirit Executioner Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers Goblin Giant

Damage spells

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

Arrows Rocket

Punishments

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

Wall Breakers Goblin Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Ice Spirit Wall Breakers 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.

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
Wall Breakers
Giant Snowball
Fire Spirit Wall Breakers
Zap
Fire Spirit Wall Breakers Goblin Giant
Barbarian Barrel
Fire Spirit Ice Spirit Wall Breakers Executioner Electro Wizard
The Log
Fire Spirit Ice Spirit Wall Breakers
Earthquake
Arrows
Fire Spirit Ice Spirit Wall Breakers
Royal Delivery
Fire Spirit Ice Spirit Wall Breakers Executioner Electro Wizard
Fireball
Wall Breakers Executioner Electro Wizard
Poison
Executioner Electro Wizard
Lightning
Executioner Electro Wizard
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows Rocket Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows Rocket Executioner

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 Ice Spirit Arrows Rocket Executioner

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 Ice Spirit Electro 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 Ice Spirit Wall Breakers Arrows Electro Wizard Executioner Rocket Goblin Giant

Shortest cycle

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

7 Fire Spirit Ice Spirit Wall Breakers Arrows

Attack Synergies 0 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.

Fire Spirit
Wall Breakers Goblin Giant
Ice Spirit
Wall Breakers Executioner Goblin Giant
Arrows
Wall Breakers Goblin Giant
Rocket
Wall Breakers
Fire Spirit Ice Spirit Arrows Goblin Giant Electro Wizard
Executioner
Ice Spirit
Goblin Giant
Fire Spirit Ice Spirit Arrows Wall Breakers Electro Wizard
Electro Wizard
Wall Breakers Goblin Giant

Defense Synergies 0 7

Fire Spirit
Ice Spirit Electro Wizard
Ice Spirit
Fire Spirit Rocket Executioner Goblin Giant Electro Wizard
Arrows
Rocket
Ice Spirit
Wall Breakers
Executioner
Ice Spirit
Goblin Giant
Ice Spirit Electro Wizard
Electro Wizard
Fire Spirit Ice Spirit Goblin Giant

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 Executioner Goblin Giant Electro Wizard
Ice Spirit Executioner Electro Wizard
Rocket Fire Spirit Executioner Electro Wizard
Electro Wizard
Arrows Rocket
Arrows Fire Spirit Executioner Electro Wizard
Rocket Electro Wizard Fire Spirit Ice Spirit Arrows Executioner
Rocket Arrows Goblin Giant Electro Wizard
Fire Spirit Ice Spirit Electro Wizard
Executioner Electro Wizard Arrows Goblin Giant
Arrows Executioner Electro Wizard
Fire Spirit Ice Spirit Rocket Electro Wizard
Fire Spirit Rocket Executioner Ice Spirit Arrows Electro Wizard
Electro Wizard
Rocket Ice Spirit Electro Wizard
Arrows Executioner Electro Wizard
Fire Spirit Ice Spirit Arrows Executioner Electro Wizard
Arrows Executioner Fire Spirit Ice Spirit Electro Wizard
Electro Wizard
Fire Spirit Arrows Executioner Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Arrows Rocket Executioner
Ice Spirit Rocket Goblin Giant Electro Wizard
Rocket Goblin Giant Electro Wizard
Executioner Goblin Giant
Fire Spirit Arrows Rocket Executioner Ice Spirit Goblin Giant Electro Wizard
Rocket Goblin Giant Electro Wizard
Goblin Giant
Rocket Electro Wizard Ice Spirit
Goblin Giant
Rocket Arrows Goblin Giant Electro Wizard
Rocket Executioner Goblin Giant
Executioner
Electro Wizard Ice Spirit Rocket Executioner Goblin Giant
Arrows Executioner 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.)

Arrows Rocket
Arrows Executioner Electro Wizard
Rocket Arrows Goblin Giant
Arrows Rocket
Rocket Executioner Fire Spirit Arrows
Arrows Executioner Fire Spirit Ice Spirit Rocket Goblin Giant
Fire Spirit Arrows Executioner
Arrows Fire Spirit Ice Spirit Executioner
Arrows
Rocket Fire Spirit Electro Wizard
Rocket Arrows Electro Wizard
Fire Spirit Arrows Rocket Executioner
Rocket Fire Spirit Executioner
Arrows Rocket
Arrows
Rocket Arrows Executioner
Arrows Rocket Executioner
Arrows Rocket
Rocket
Rocket Fire Spirit Arrows Executioner Electro Wizard
Rocket Fire Spirit Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Fire Spirit Ice Spirit Executioner
Arrows Executioner Electro Wizard
Arrows
Rocket Arrows
Fire Spirit Arrows Executioner Electro Wizard
Rocket Electro Wizard Ice Spirit
Arrows Rocket
Rocket Ice Spirit Arrows Electro Wizard
Rocket Arrows
Electro Wizard Fire Spirit Ice Spirit Rocket
Rocket Fire Spirit Arrows Executioner Electro Wizard
Arrows
Rocket Executioner Electro Wizard
Arrows Executioner
Rocket Arrows
Executioner
Ice Spirit Rocket Electro Wizard
Rocket Executioner Electro Wizard
Rocket Executioner Goblin Giant Electro Wizard

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