My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman Lumberjack Mother Witch Lava Hound Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Zappies 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 Bats Zappies Electro Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Freeze

Punishments

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

Electro Giant

Pump responses

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

Missing

Dropped at the bridge

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

Electro Spirit Ice Spirit Electro 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 Spirit 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 Sparky
Giant Snowball
Bats Zappies
Zap
Bats Zappies Sparky
Barbarian Barrel
Electro Spirit Ice Spirit Zappies Electro Wizard Sparky
The Log
Electro Spirit Ice Spirit Zappies Sparky
Earthquake
Zappies
Arrows
Electro Spirit Ice Spirit Bats Zappies
Royal Delivery
Electro Spirit Ice Spirit Bats Zappies Electro Wizard Sparky
Fireball
Zappies Electro Wizard Sparky
Poison
Bats Zappies Electro Wizard Sparky
Lightning
Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Freeze Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Freeze Electro Giant Sparky

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.

Electro Spirit Ice Spirit Bats Freeze Electro Giant Sparky

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 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.

Electro Spirit Ice Spirit Bats Zappies Freeze Electro Wizard Sparky Electro Giant

Shortest cycle

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

8 Electro Spirit Ice Spirit Bats Zappies

Attack Synergies 1 6

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.

Electro Spirit
Electro Giant Sparky
Ice Spirit
Sparky Bats
Bats
Ice Spirit Sparky
Zappies
Freeze
Electro Giant
Electro Spirit Sparky
Electro Wizard
Sparky
Sparky
Ice Spirit Electro Spirit Bats Electro Giant Electro Wizard

Defense Synergies 1 12

Electro Spirit
Electro Wizard
Ice Spirit
Sparky Bats Zappies Electro Wizard
Bats
Ice Spirit Zappies Freeze Electro Wizard Sparky
Zappies
Ice Spirit Bats Electro Giant Electro Wizard
Freeze
Bats Electro Wizard Sparky
Electro Giant
Zappies
Electro Wizard
Electro Spirit Ice Spirit Bats Zappies Freeze
Sparky
Ice Spirit Bats Freeze

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.

Zappies Electro Wizard Sparky
Sparky Ice Spirit Bats Zappies Electro Wizard
Sparky Bats Zappies Freeze Electro Wizard
Sparky Bats Zappies Electro Wizard
Sparky
Freeze Electro Spirit Bats Zappies Electro Wizard
Bats Electro Wizard Electro Spirit Ice Spirit Zappies Freeze
Electro Spirit Electro Giant Electro Wizard Sparky
Zappies Sparky
Ice Spirit Zappies Electro Wizard Sparky
Bats Electro Wizard Electro Spirit Zappies Freeze Electro Giant
Bats Zappies Electro Wizard
Sparky Ice Spirit Bats Zappies Freeze Electro Wizard
Sparky Electro Spirit Ice Spirit Bats Zappies Freeze Electro Wizard
Sparky Zappies Electro Wizard
Ice Spirit Zappies Freeze Electro Giant Electro Wizard Sparky
Sparky Bats Zappies Electro Wizard
Ice Spirit Electro Spirit Bats Zappies Electro Wizard
Freeze Electro Spirit Ice Spirit Bats Zappies Electro Wizard
Sparky Zappies Electro Wizard
Electro Spirit Bats Zappies Electro Giant Electro Wizard Sparky

Counters to secondary win conditions

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

Zappies Electro Giant Electro Wizard Sparky
Electro Wizard
Zappies Ice Spirit Bats Electro Wizard Sparky
Bats Zappies Electro Wizard Sparky
Zappies Sparky
Electro Giant Electro Spirit Ice Spirit Bats Zappies Freeze Electro Wizard
Sparky Bats Zappies Electro Wizard
Zappies Sparky
Freeze Electro Wizard Electro Spirit Ice Spirit Bats Zappies Sparky
Zappies Sparky
Bats Zappies Sparky
Electro Giant Electro Wizard
Zappies Sparky
Zappies Electro Giant Sparky
Zappies Electro Giant Electro Wizard Sparky Electro Spirit Ice Spirit Bats Freeze
Bats Electro Spirit Zappies Freeze Electro Giant Electro Wizard Sparky

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.)

Freeze Sparky
Electro Wizard
Sparky
Freeze Sparky
Sparky
Electro Giant Electro Spirit Ice Spirit Bats Freeze
Sparky
Ice Spirit Freeze
Bats Electro Wizard Sparky
Electro Wizard Sparky
Sparky
Freeze
Sparky
Sparky
Sparky
Freeze Sparky
Bats Sparky
Electro Wizard Sparky
Electro Giant
Sparky
Sparky
Freeze Electro Giant Electro Spirit Ice Spirit Sparky
Electro Wizard Sparky
Sparky
Sparky
Bats Electro Giant Electro Wizard Sparky
Electro Wizard Electro Spirit Ice Spirit Bats Zappies Freeze Electro Giant
Sparky
Sparky
Electro Spirit Ice Spirit Zappies Freeze Electro Wizard Sparky
Sparky
Sparky
Electro Wizard Electro Spirit Ice Spirit Bats Zappies Freeze
Zappies Electro Wizard
Freeze
Electro Wizard Sparky
Electro Giant Sparky
Sparky
Electro Giant Electro Spirit Ice Spirit Bats Zappies Freeze Electro Wizard Sparky
Bats Zappies Electro Wizard
Freeze Electro Giant Electro Wizard Sparky

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