My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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!

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.

Ice Spirit Royal Giant Electro Giant Ice Wizard Electro Wizard Mighty Miner

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

Zap

Punishments

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

Royal 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.

Fire Spirit Ice Spirit Royal Giant Electro Giant Mighty Miner

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Electro Giant 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 Ice Spirit Electro Giant Ice Wizard Mighty Miner

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 Ice 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.

Bad

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 Zap Ice Wizard Electro Wizard Mighty Miner Royal Giant Electro Giant

Shortest cycle

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

7 Fire Spirit Ice Spirit Zap Ice Wizard

Attack Synergies 5 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.

Fire Spirit
Royal Giant Zap
Ice Spirit
Zap Royal Giant Royal Giant
Zap
Ice Spirit Electro Wizard Fire Spirit Royal Giant Ice Wizard Mighty Miner
Royal Giant
Fire Spirit Ice Spirit Ice Wizard Ice Spirit Zap Electro Wizard
Electro Giant
Ice Wizard
Royal Giant Zap
Electro Wizard
Zap Royal Giant
Mighty Miner
Zap

Defense Synergies 2 8

Fire Spirit
Ice Spirit Zap Electro Wizard
Ice Spirit
Zap Fire Spirit Ice Wizard Electro Wizard
Zap
Ice Spirit Electro Wizard Fire Spirit Ice Wizard Mighty Miner
Royal Giant
Electro Giant
Ice Wizard
Ice Wizard
Ice Spirit Zap Electro Giant
Electro Wizard
Zap Fire Spirit Ice Spirit
Mighty Miner
Zap

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.

Zap Electro Wizard
Ice Spirit Zap Ice Wizard Electro Wizard
Fire Spirit Ice Wizard Electro Wizard
Ice Wizard Electro Wizard
Fire Spirit Zap Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Ice Spirit Zap Ice Wizard
Zap Electro Giant Electro Wizard
Mighty Miner Ice Wizard
Fire Spirit Ice Spirit Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Zap Electro Giant
Zap Ice Wizard Electro Wizard
Fire Spirit Ice Spirit Zap Ice Wizard Electro Wizard
Fire Spirit Ice Spirit Zap Electro Wizard
Electro Wizard
Ice Spirit Zap Electro Giant Electro Wizard
Electro Wizard
Fire Spirit Ice Spirit Zap Ice Wizard Electro Wizard
Zap Fire Spirit Ice Spirit Ice Wizard Electro Wizard
Electro Wizard
Fire Spirit Electro Giant Electro Wizard

Counters to secondary win conditions

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

Zap Electro Giant Electro Wizard
Electro Wizard Zap
Ice Spirit Zap Electro Wizard
Zap Electro Wizard
Mighty Miner
Fire Spirit Electro Giant Ice Spirit Zap Ice Wizard Electro Wizard
Ice Wizard Electro Wizard
Mighty Miner
Zap Electro Wizard Ice Spirit
Zap Electro Giant Electro Wizard
Electro Giant
Electro Giant Electro Wizard Ice Spirit Zap Mighty Miner
Zap Electro Giant Ice Wizard Electro Wizard Mighty Miner

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.)

Zap Ice Wizard Electro Wizard
Fire Spirit Zap
Electro Giant Fire Spirit Ice Spirit Zap Ice Wizard
Fire Spirit
Fire Spirit Ice Spirit Zap Ice Wizard
Zap
Fire Spirit Electro Wizard
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit
Zap
Zap
Fire Spirit Zap Electro Wizard
Fire Spirit Zap Electro Giant
Zap
Zap Electro Giant Fire Spirit Ice Spirit Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Fire Spirit Zap Electro Giant Ice Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Electro Giant
Zap
Zap Ice Spirit Electro Wizard
Mighty Miner
Zap Electro Wizard Fire Spirit Ice Spirit
Fire Spirit Zap Ice Wizard Electro Wizard
Electro Wizard
Zap
Zap Electro Giant
Zap Electro Giant Ice Spirit Electro Wizard
Zap Electro Wizard
Zap Electro Giant Electro Wizard

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