My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Fisherman Ram Rider

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers Wizard 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.

Skeletons Bomber Archers Wizard Golem Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

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

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 Bomber Archers Inferno Dragon
Giant Snowball
Skeletons Bomber Archers Inferno Dragon
Zap
Skeletons Bomber Archers Inferno Dragon
Barbarian Barrel
Skeletons Bomber Archers Wizard Ice Wizard
The Log
Skeletons Bomber Archers
Earthquake
Skeletons Bomber Archers
Arrows
Skeletons Bomber Archers
Royal Delivery
Skeletons Bomber Archers Wizard Ice Wizard Inferno Dragon
Fireball
Bomber Archers Wizard Ice Wizard Inferno Dragon
Poison
Bomber Archers Wizard Ice Wizard
Lightning
Wizard Ice Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Wizard 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.

Golem Ice Wizard 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.

Fireball

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.

Fireball Wizard 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.

Skeletons Bomber Archers Ice Wizard Fireball Inferno Dragon Wizard Golem

Shortest cycle

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

9 Skeletons Bomber Archers Ice Wizard

Attack Synergies 2 4

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
Bomber
Golem
Archers
Golem Inferno Dragon
Fireball
Golem
Wizard
Golem
Golem
Bomber Fireball Archers Wizard Ice Wizard
Ice Wizard
Golem
Inferno Dragon
Archers

Defense Synergies 0 9

Skeletons
Bomber Archers Wizard Ice Wizard Inferno Dragon
Bomber
Skeletons
Archers
Skeletons Ice Wizard
Fireball
Ice Wizard
Wizard
Skeletons Ice Wizard
Golem
Ice Wizard
Skeletons Archers Fireball Wizard Inferno Dragon
Inferno Dragon
Skeletons 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.

Bomber Fireball Wizard
Inferno Dragon Skeletons Bomber Ice Wizard
Skeletons Bomber Archers Ice Wizard Inferno Dragon
Inferno Dragon Skeletons Bomber Ice Wizard
Bomber Fireball
Fireball Skeletons Bomber Archers Ice Wizard
Inferno Dragon Archers Fireball Wizard Ice Wizard
Fireball
Inferno Dragon Skeletons Ice Wizard
Skeletons Bomber Archers Ice Wizard
Archers Ice Wizard Skeletons Bomber Fireball Wizard
Inferno Dragon Archers Fireball Wizard Ice Wizard
Skeletons Bomber Fireball Wizard Ice Wizard
Bomber Fireball Wizard
Inferno Dragon
Fireball Inferno Dragon
Wizard Skeletons Bomber Fireball
Fireball Bomber Archers Wizard Ice Wizard
Wizard Bomber Archers Fireball Ice Wizard Inferno Dragon
Inferno Dragon
Bomber Wizard Archers Fireball

Counters to secondary win conditions

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

Skeletons Archers Fireball
Fireball Bomber Archers Wizard Inferno Dragon
Skeletons
Fireball
Skeletons Inferno Dragon
Fireball Wizard Skeletons Archers Ice Wizard
Skeletons Archers Fireball Ice Wizard
Inferno Dragon
Skeletons Fireball Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon
Fireball
Skeletons Fireball Wizard
Wizard Bomber Archers Fireball
Skeletons Bomber Archers Fireball Inferno Dragon
Bomber Archers Fireball Wizard Ice Wizard 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.)

Fireball
Fireball Ice Wizard
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard Ice Wizard
Bomber Archers Wizard
Fireball Wizard Ice Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Archers Wizard
Fireball
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard
Fireball
Bomber
Bomber Archers Fireball Wizard
Bomber Fireball Wizard
Fireball
Fireball Wizard
Fireball
Bomber Fireball Wizard Ice Wizard
Inferno Dragon
Fireball Wizard Ice Wizard
Fireball Wizard
Fireball
Archers Fireball Wizard Ice Wizard
Fireball Wizard
Fireball
Bomber Fireball Wizard
Fireball
Fireball Wizard
Archers Fireball
Fireball Archers Wizard Ice Wizard
Fireball
Fireball Wizard
Bomber Fireball Wizard
Fireball
Fireball
Fireball
Fireball

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