My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Bats Ice Golem Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Ice Golem Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Tornado

Punishments

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

Balloon

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 Golem Balloon

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.

Balloon

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 Bats Balloon
Giant Snowball
Skeletons Fire Spirit Bats Balloon
Zap
Skeletons Fire Spirit Bats Inferno Tower Balloon
Barbarian Barrel
Skeletons Fire Spirit Inferno Tower
The Log
Skeletons Fire Spirit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Fire Spirit Bats
Royal Delivery
Skeletons Fire Spirit Bats Balloon
Fireball
Inferno Tower Balloon
Poison
Bats Inferno Tower Balloon
Lightning
Ice Golem Inferno Tower Balloon
Rocket
Inferno Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Ice Golem Tornado

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 Bats Ice Golem Inferno Tower Tornado

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 Golem

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Zap Ice Golem Tornado Inferno Tower Balloon

Shortest cycle

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

6 Skeletons Fire Spirit Bats Zap

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.

Skeletons
Fire Spirit
Zap Ice Golem Balloon
Bats
Ice Golem Balloon Zap
Zap
Tornado Balloon Fire Spirit Bats Ice Golem
Ice Golem
Bats Balloon Fire Spirit Zap
Inferno Tower
Tornado
Zap Balloon
Balloon
Bats Zap Ice Golem Fire Spirit Tornado

Defense Synergies 1 18

Skeletons
Fire Spirit Bats Zap Ice Golem Inferno Tower Tornado
Fire Spirit
Skeletons Zap Ice Golem Inferno Tower Tornado
Bats
Skeletons Zap Ice Golem Inferno Tower
Zap
Skeletons Fire Spirit Bats Ice Golem Inferno Tower Tornado
Ice Golem
Inferno Tower Skeletons Fire Spirit Bats Zap Tornado
Inferno Tower
Ice Golem Skeletons Fire Spirit Bats Zap Tornado
Tornado
Skeletons Fire Spirit Zap Ice Golem Inferno Tower
Balloon

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 Ice Golem Inferno Tower
Inferno Tower Skeletons Bats Zap
Inferno Tower Tornado Skeletons Fire Spirit Bats
Inferno Tower Skeletons Bats
Tornado
Tornado Skeletons Fire Spirit Bats Zap
Bats Inferno Tower Tornado Fire Spirit Zap
Zap Ice Golem Inferno Tower
Inferno Tower Skeletons Tornado
Tornado Skeletons Fire Spirit Ice Golem Inferno Tower
Bats Skeletons Zap Ice Golem Tornado
Inferno Tower Bats Zap Tornado
Inferno Tower Skeletons Fire Spirit Bats Zap
Fire Spirit Bats Zap Tornado
Inferno Tower
Inferno Tower Tornado Zap
Skeletons Bats Inferno Tower Tornado
Fire Spirit Bats Zap Tornado
Zap Tornado Fire Spirit Bats Ice Golem
Inferno Tower Tornado
Fire Spirit Bats

Counters to secondary win conditions

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

Skeletons Zap Ice Golem Inferno Tower
Zap Ice Golem
Skeletons Bats Zap Ice Golem Inferno Tower
Bats Zap Ice Golem Inferno Tower Tornado
Inferno Tower Skeletons
Fire Spirit Skeletons Bats Zap Ice Golem Tornado
Skeletons Bats Ice Golem Inferno Tower
Inferno Tower
Zap Skeletons Bats Ice Golem Inferno Tower Tornado
Inferno Tower Skeletons
Bats Inferno Tower
Zap Tornado
Skeletons Ice Golem Inferno Tower
Inferno Tower Skeletons Bats Zap Ice Golem Tornado
Bats Zap Ice Golem Inferno Tower

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.)

Ice Golem
Zap Tornado
Ice Golem
Fire Spirit Zap
Fire Spirit Bats Zap Ice Golem Tornado
Fire Spirit Tornado
Fire Spirit Zap Ice Golem Tornado
Zap Tornado
Fire Spirit Bats Tornado
Zap Tornado
Fire Spirit Zap Tornado
Fire Spirit Ice Golem
Zap Ice Golem
Zap
Tornado
Bats
Fire Spirit Zap
Fire Spirit Zap Tornado
Tornado
Tornado
Zap
Zap Ice Golem Tornado Fire Spirit
Zap Tornado
Zap Tornado
Zap Tornado
Fire Spirit Bats Zap Ice Golem Tornado
Zap Bats
Zap
Zap
Zap Fire Spirit Bats
Fire Spirit Zap Tornado
Zap Ice Golem
Zap Tornado
Zap Bats Tornado
Bats Zap Tornado
Zap Tornado

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