My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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 Ice Wizard 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.

Skeletons Elixir Golem Golem Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Golem

Damage spells

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

Royal Delivery Earthquake

Punishments

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

Elixir Golem

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Elixir Golem Golem

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.

Golem 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
Skeletons Elixir Golem
Giant Snowball
Skeletons Fire Spirit
Zap
Skeletons Fire Spirit
Barbarian Barrel
Skeletons Fire Spirit Elixir Golem Ice Wizard Electro Wizard
The Log
Skeletons Fire Spirit Elixir Golem
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Elixir Golem Ice Wizard Electro Wizard
Fireball
Elixir Golem Ice Wizard Electro Wizard
Poison
Elixir Golem Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Royal Delivery Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Royal Delivery Earthquake 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 Royal Delivery Elixir Golem Golem Ice Wizard

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 Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Royal Delivery Earthquake Elixir Golem Ice Wizard Electro Wizard Golem

Shortest cycle

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

8 Skeletons Fire Spirit Royal Delivery Earthquake

Attack Synergies 2 5

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.

Skeletons
Fire Spirit
Elixir Golem Golem
Royal Delivery
Earthquake
Elixir Golem Golem
Elixir Golem
Earthquake Fire Spirit Ice Wizard
Golem
Earthquake Fire Spirit Ice Wizard Electro Wizard
Ice Wizard
Elixir Golem Golem
Electro Wizard
Golem

Defense Synergies 1 9

Skeletons
Fire Spirit Royal Delivery Earthquake Ice Wizard Electro Wizard
Fire Spirit
Skeletons Electro Wizard
Royal Delivery
Electro Wizard Skeletons Earthquake Ice Wizard
Earthquake
Skeletons Royal Delivery Ice Wizard
Elixir Golem
Golem
Ice Wizard
Skeletons Royal Delivery Earthquake
Electro Wizard
Royal Delivery Skeletons Fire Spirit

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.

Earthquake Electro Wizard
Skeletons Royal Delivery Ice Wizard Electro Wizard
Skeletons Fire Spirit Royal Delivery Ice Wizard Electro Wizard
Skeletons Ice Wizard Electro Wizard
Royal Delivery Earthquake
Royal Delivery Skeletons Fire Spirit Earthquake Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Royal Delivery Ice Wizard
Earthquake Electro Wizard
Skeletons Ice Wizard
Skeletons Fire Spirit Royal Delivery Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Skeletons Royal Delivery Earthquake
Royal Delivery Ice Wizard Electro Wizard
Skeletons Fire Spirit Royal Delivery Earthquake Ice Wizard Electro Wizard
Fire Spirit Royal Delivery Earthquake Electro Wizard
Electro Wizard
Royal Delivery Electro Wizard
Skeletons Royal Delivery Electro Wizard
Fire Spirit Royal Delivery Ice Wizard Electro Wizard
Royal Delivery Earthquake Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
Fire Spirit Royal Delivery Earthquake Electro Wizard

Counters to secondary win conditions

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

Skeletons Royal Delivery Electro Wizard
Royal Delivery Electro Wizard
Royal Delivery Skeletons Electro Wizard
Royal Delivery Electro Wizard
Skeletons Royal Delivery
Fire Spirit Royal Delivery Skeletons Ice Wizard Electro Wizard
Royal Delivery Skeletons Ice Wizard Electro Wizard
Royal Delivery
Royal Delivery Electro Wizard Skeletons
Skeletons Royal Delivery
Royal Delivery Electro Wizard
Royal Delivery Skeletons
Electro Wizard Skeletons Royal Delivery
Royal Delivery Earthquake Ice Wizard 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.)

Earthquake
Ice Wizard Electro Wizard
Earthquake
Earthquake
Fire Spirit Earthquake
Fire Spirit Ice Wizard
Fire Spirit Earthquake
Earthquake Fire Spirit Ice Wizard
Fire Spirit Electro Wizard
Earthquake Electro Wizard
Fire Spirit
Earthquake Fire Spirit
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Fire Spirit Earthquake Electro Wizard
Fire Spirit Earthquake
Earthquake
Earthquake
Earthquake Fire Spirit Ice Wizard
Earthquake Ice Wizard Electro Wizard
Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
Earthquake
Electro Wizard
Earthquake
Earthquake Electro Wizard Fire Spirit
Fire Spirit Ice Wizard Electro Wizard
Electro Wizard
Earthquake
Electro Wizard
Electro Wizard
Electro Wizard

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