My Best Clash Royale Deck

Deck Check Rating

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

1 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 No direct tower 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 spells that can finish it off. 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!
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.

Zappies Ice Wizard Inferno Dragon

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.

Zappies Electro Giant Ice Wizard Royal Ghost Inferno Dragon

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Missing

Punishments

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

Goblin Barrel Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Spirit Electro Giant Royal Ghost

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 Goblin Barrel Royal Ghost

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
Goblin Barrel Inferno Dragon
Giant Snowball
Zappies Goblin Barrel Inferno Dragon
Zap
Zappies Goblin Barrel Inferno Dragon
Barbarian Barrel
Electro Spirit Zappies Goblin Barrel Ice Wizard Royal Ghost
The Log
Electro Spirit Zappies Goblin Barrel
Earthquake
Zappies Goblin Barrel
Arrows
Electro Spirit Zappies Goblin Barrel
Royal Delivery
Electro Spirit Zappies Goblin Barrel Ice Wizard Royal Ghost Inferno Dragon
Fireball
Zappies Goblin Barrel Ice Wizard Inferno Dragon
Poison
Zappies Ice Wizard
Lightning
Ice Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Electro Giant Ice Wizard Royal Ghost

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 Electro Giant Ice Wizard Royal Ghost Inferno Dragon

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.

Goblin Barrel

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.

Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Goblin Barrel Ice Wizard Royal Ghost Zappies Inferno Dragon Electro Giant

Shortest cycle

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

7 Mirror Electro Spirit Goblin Barrel Ice Wizard

Attack Synergies 2 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
Electro Giant
Zappies
Goblin Barrel Royal Ghost
Mirror
Goblin Barrel Electro Giant Royal Ghost
Goblin Barrel
Mirror Zappies Ice Wizard Royal Ghost
Electro Giant
Mirror Electro Spirit Inferno Dragon
Ice Wizard
Goblin Barrel
Royal Ghost
Zappies Mirror Goblin Barrel
Inferno Dragon
Electro Giant

Defense Synergies 0 7

Electro Spirit
Zappies
Mirror Electro Giant
Mirror
Zappies Ice Wizard Inferno Dragon
Goblin Barrel
Electro Giant
Zappies Ice Wizard Inferno Dragon
Ice Wizard
Mirror Electro Giant Inferno Dragon
Royal Ghost
Inferno Dragon
Mirror Electro Giant Ice Wizard

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
Inferno Dragon Zappies Ice Wizard
Zappies Ice Wizard Inferno Dragon
Inferno Dragon Zappies Ice Wizard
Electro Spirit Zappies Ice Wizard Royal Ghost
Inferno Dragon Electro Spirit Zappies Ice Wizard
Electro Spirit Electro Giant
Zappies Inferno Dragon Ice Wizard
Zappies Ice Wizard Royal Ghost
Ice Wizard Electro Spirit Zappies Electro Giant Royal Ghost
Inferno Dragon Zappies Ice Wizard
Zappies Ice Wizard
Electro Spirit Zappies Royal Ghost
Inferno Dragon Zappies
Zappies Electro Giant Inferno Dragon
Zappies
Electro Spirit Zappies Ice Wizard Royal Ghost
Electro Spirit Zappies Ice Wizard Royal Ghost Inferno Dragon
Zappies Inferno Dragon
Royal Ghost Electro Spirit Zappies Electro Giant

Counters to secondary win conditions

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

Zappies Electro Giant Royal Ghost
Royal Ghost Inferno Dragon
Zappies
Zappies
Zappies Inferno Dragon
Electro Giant Electro Spirit Zappies Ice Wizard
Zappies Ice Wizard
Zappies Inferno Dragon
Electro Spirit Zappies Inferno Dragon
Zappies Inferno Dragon
Inferno Dragon Zappies
Electro Giant
Zappies
Zappies Electro Giant
Zappies Electro Giant Electro Spirit Inferno Dragon
Electro Spirit Zappies Electro Giant Ice Wizard Royal Ghost Inferno Dragon

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 Ghost
Ice Wizard Royal Ghost
Electro Giant Electro Spirit Ice Wizard
Ice Wizard
Electro Giant
Electro Giant Electro Spirit Ice Wizard
Inferno Dragon
Ice Wizard Royal Ghost
Electro Giant Ice Wizard
Electro Spirit Zappies Electro Giant
Electro Spirit Zappies
Electro Spirit Zappies
Zappies Ice Wizard
Electro Giant
Electro Giant Electro Spirit Zappies
Zappies
Electro Giant Royal Ghost

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