My Best Clash Royale Deck

Deck Check Rating

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

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.

Rascals Electro Dragon Ice Wizard Ram Rider

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 Rascals Electro Dragon Electro Giant Ice Wizard Ram Rider

Offensive cards

Win conditions

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

Electro Giant Ram Rider

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.

Ram Rider

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.

Rascals Electro Giant Ram Rider

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 Dragon Ram Rider

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 Guards Ram Rider
Giant Snowball
Skeletons Guards Electro Dragon Ram Rider
Zap
Skeletons Guards Ram Rider
Barbarian Barrel
Skeletons Rascals Guards Ice Wizard
The Log
Skeletons Rascals Guards Ram Rider
Earthquake
Skeletons Guards
Arrows
Skeletons Rascals Guards
Royal Delivery
Skeletons Rascals Guards Electro Dragon Ice Wizard Ram Rider
Fireball
Rascals Electro Dragon Ice Wizard Ram Rider
Poison
Rascals Guards Electro Dragon Ice Wizard
Lightning
Electro Dragon Ice Wizard Ram Rider
Rocket
Rascals Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Rocket Electro Dragon Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Dragon 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.

Rocket Guards Electro Giant 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Guards Ice Wizard Rascals Electro Dragon Ram Rider Rocket Electro Giant

Shortest cycle

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

12 Skeletons Guards Ice Wizard Rascals

Attack Synergies 0 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.

Skeletons
Rascals
Electro Dragon Ram Rider
Rocket
Electro Giant
Guards
Ram Rider
Electro Dragon
Rascals Ice Wizard
Electro Giant
Rocket
Ice Wizard
Electro Dragon Ram Rider
Ram Rider
Rascals Guards Ice Wizard

Defense Synergies 0 7

Skeletons
Electro Dragon Ice Wizard Ram Rider
Rascals
Rocket
Guards
Electro Dragon Ice Wizard
Electro Dragon
Skeletons Guards Ice Wizard
Electro Giant
Ice Wizard
Ice Wizard
Skeletons Guards Electro Dragon Electro Giant
Ram Rider
Skeletons

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 Electro Dragon Ram Rider
Skeletons Rascals Electro Dragon Ice Wizard Ram Rider
Rocket Ram Rider Skeletons Rascals Electro Dragon Ice Wizard
Skeletons Rascals Guards Electro Dragon Ice Wizard Ram Rider
Rocket
Skeletons Rascals Guards Electro Dragon Ice Wizard
Rocket Ram Rider Rascals Electro Dragon Ice Wizard
Rocket Rascals Electro Dragon Electro Giant Ram Rider
Skeletons Rascals Ice Wizard
Guards Skeletons Rascals Ice Wizard
Guards Ice Wizard Skeletons Rascals Electro Dragon Electro Giant Ram Rider
Rascals Electro Dragon Ice Wizard Ram Rider
Skeletons Rascals Rocket Guards Electro Dragon Ice Wizard Ram Rider
Rocket Rascals Guards Electro Dragon
Rascals Ram Rider
Rocket Rascals Electro Giant Ram Rider
Skeletons Rascals Electro Dragon
Rascals Guards Electro Dragon Ice Wizard Ram Rider
Rascals Guards Electro Dragon Ice Wizard Ram Rider
Ram Rider
Rascals Guards Electro Dragon Electro Giant

Counters to secondary win conditions

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

Rascals Guards Skeletons Electro Giant
Rocket Electro Dragon
Guards Skeletons Rascals Rocket Electro Dragon Ram Rider
Rocket Guards Rascals Ram Rider
Skeletons Rascals Guards Ram Rider
Rocket Electro Giant Skeletons Rascals Electro Dragon Ice Wizard Ram Rider
Rascals Rocket Guards Skeletons Ice Wizard Ram Rider
Rascals
Rocket Electro Dragon Skeletons
Skeletons Guards
Rascals Guards Electro Dragon
Rocket Guards Electro Giant
Rascals Rocket Skeletons Guards Ram Rider
Rascals Electro Dragon Electro Giant
Rascals Guards Electro Dragon Electro Giant Skeletons Rocket
Rascals Electro Dragon Electro Giant 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.)

Rascals Rocket Guards Electro Dragon
Electro Dragon Ice Wizard Ram Rider
Rocket Electro Dragon
Rascals Rocket Guards
Rocket
Electro Giant Rocket Electro Dragon Ice Wizard Ram Rider
Electro Dragon Ice Wizard Ram Rider
Electro Dragon Ram Rider
Rocket Guards Electro Dragon
Rocket Electro Dragon Ram Rider
Rocket Electro Dragon
Rocket
Rocket Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Rocket
Rocket Electro Dragon
Rocket Electro Dragon Electro Giant
Rocket
Rocket
Rocket
Rocket Electro Dragon
Electro Giant Electro Dragon Ice Wizard
Electro Dragon Ice Wizard Ram Rider
Electro Dragon Ram Rider
Rocket
Electro Dragon Electro Giant Ice Wizard
Rocket Electro Dragon Guards Electro Giant
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Rocket Guards Electro Dragon
Rocket Electro Dragon Ice Wizard Ram Rider
Rascals Rocket Electro Dragon
Electro Dragon
Rocket Electro Giant
Electro Dragon
Electro Dragon Electro Giant Rascals Rocket Guards
Rocket Electro Dragon
Electro Dragon Rocket Electro Giant

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: