My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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.

Royal Recruits Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Rocket

Punishments

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

Royal Recruits Graveyard

Pump responses

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

Rocket Graveyard

Dropped at the bridge

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

Electro Spirit Fire Spirit Goblins Royal Recruits Giant Skeleton

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 Giant Skeleton Graveyard

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 Recruits Giant Skeleton Graveyard
Giant Snowball
Fire Spirit Goblins Royal Recruits Graveyard
Zap
Fire Spirit Goblins Graveyard
Barbarian Barrel
Electro Spirit Fire Spirit Goblins Royal Recruits Giant Skeleton Ice Wizard Graveyard
The Log
Electro Spirit Fire Spirit Goblins Royal Recruits Giant Skeleton Graveyard
Earthquake
Graveyard
Arrows
Electro Spirit Fire Spirit Goblins Royal Recruits Graveyard
Royal Delivery
Electro Spirit Fire Spirit Goblins Royal Recruits Giant Skeleton Ice Wizard Graveyard
Fireball
Ice Wizard
Poison
Royal Recruits Ice Wizard Graveyard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Rocket 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.

Electro Spirit Fire Spirit Royal Recruits Rocket Giant Skeleton 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.

Graveyard

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 Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Goblins Ice Wizard Graveyard Rocket Giant Skeleton Royal Recruits

Shortest cycle

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

7 Electro Spirit Fire Spirit Goblins Ice Wizard

Attack Synergies 0 7

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
Giant Skeleton
Fire Spirit
Royal Recruits Giant Skeleton
Goblins
Royal Recruits
Fire Spirit Graveyard
Rocket
Giant Skeleton
Electro Spirit Fire Spirit Ice Wizard Graveyard
Ice Wizard
Giant Skeleton Graveyard
Graveyard
Royal Recruits Giant Skeleton Ice Wizard

Defense Synergies 0 6

Electro Spirit
Fire Spirit
Royal Recruits Giant Skeleton
Goblins
Giant Skeleton Ice Wizard
Royal Recruits
Fire Spirit Ice Wizard
Rocket
Giant Skeleton
Fire Spirit Goblins Ice Wizard
Ice Wizard
Goblins Royal Recruits Giant Skeleton
Graveyard

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 Royal Recruits
Goblins Royal Recruits Ice Wizard
Rocket Fire Spirit Goblins Royal Recruits Giant Skeleton Ice Wizard
Royal Recruits Goblins Ice Wizard
Royal Recruits Rocket Giant Skeleton
Electro Spirit Fire Spirit Goblins Ice Wizard
Rocket Electro Spirit Fire Spirit Ice Wizard
Rocket Electro Spirit Royal Recruits Giant Skeleton
Goblins Royal Recruits Ice Wizard
Fire Spirit Goblins Royal Recruits Giant Skeleton Ice Wizard
Goblins Ice Wizard Electro Spirit Royal Recruits Giant Skeleton
Ice Wizard
Royal Recruits Fire Spirit Rocket Giant Skeleton Ice Wizard
Fire Spirit Rocket Electro Spirit Goblins Royal Recruits
Royal Recruits
Rocket Royal Recruits
Goblins Royal Recruits
Fire Spirit Electro Spirit Goblins Royal Recruits Ice Wizard
Electro Spirit Fire Spirit Royal Recruits Giant Skeleton Ice Wizard
Royal Recruits
Royal Recruits Electro Spirit Fire Spirit Goblins Giant Skeleton

Counters to secondary win conditions

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

Royal Recruits Goblins Giant Skeleton
Rocket
Royal Recruits Giant Skeleton Goblins Rocket
Royal Recruits Rocket Giant Skeleton
Royal Recruits Giant Skeleton
Fire Spirit Rocket Electro Spirit Ice Wizard
Royal Recruits Rocket Goblins Giant Skeleton Ice Wizard
Giant Skeleton Royal Recruits
Royal Recruits Rocket Giant Skeleton Electro Spirit Goblins
Royal Recruits
Royal Recruits Giant Skeleton
Royal Recruits Rocket Giant Skeleton
Royal Recruits Rocket Giant Skeleton
Royal Recruits
Royal Recruits Electro Spirit Goblins Rocket Giant Skeleton
Electro Spirit Royal Recruits Giant Skeleton 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.)

Royal Recruits Rocket Giant Skeleton
Ice Wizard
Rocket Giant Skeleton
Royal Recruits Rocket Giant Skeleton
Rocket Fire Spirit
Electro Spirit Fire Spirit Rocket Ice Wizard
Fire Spirit
Fire Spirit Ice Wizard
Rocket Fire Spirit Goblins
Rocket Royal Recruits
Fire Spirit Rocket
Rocket Fire Spirit
Rocket
Rocket
Royal Recruits Rocket
Rocket
Rocket
Rocket Fire Spirit
Rocket Fire Spirit
Rocket Giant Skeleton
Rocket
Rocket
Rocket Royal Recruits
Electro Spirit Fire Spirit Ice Wizard
Ice Wizard
Rocket
Fire Spirit Ice Wizard
Rocket Electro Spirit
Rocket
Rocket Electro Spirit
Giant Skeleton
Rocket
Electro Spirit Fire Spirit Royal Recruits Rocket
Rocket Fire Spirit Ice Wizard
Rocket
Rocket Giant Skeleton
Royal Recruits
Electro Spirit Royal Recruits Rocket Giant Skeleton
Rocket
Royal Recruits Rocket Giant Skeleton

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