My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem Inferno Tower Wizard

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.

Ice Golem Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Freeze

Punishments

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

Hog Rider

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.

Electro Spirit Fire Spirit Ice Golem Hog 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 Spirit Hog 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
Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Hog Rider Skeleton Army
Zap
Fire Spirit Inferno Tower Skeleton Army
Barbarian Barrel
Electro Spirit Fire Spirit Inferno Tower Wizard Skeleton Army
The Log
Electro Spirit Fire Spirit Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Electro Spirit Fire Spirit Skeleton Army
Royal Delivery
Electro Spirit Fire Spirit Hog Rider Wizard Skeleton Army
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army
Poison
Inferno Tower Wizard Skeleton Army
Lightning
Ice Golem Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Golem Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Golem Wizard Freeze

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 Ice Golem Inferno Tower Skeleton Army Freeze

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.

Skeleton Army

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 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 Ice Golem Skeleton Army Hog Rider Freeze Inferno Tower Wizard

Shortest cycle

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

7 Electro Spirit Fire Spirit Ice Golem Skeleton Army

Attack Synergies 3 3

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
Hog Rider
Fire Spirit
Hog Rider Ice Golem
Ice Golem
Hog Rider Fire Spirit
Hog Rider
Fire Spirit Ice Golem Freeze Electro Spirit Wizard
Inferno Tower
Wizard
Hog Rider
Skeleton Army
Freeze
Hog Rider

Defense Synergies 2 6

Electro Spirit
Fire Spirit
Ice Golem Inferno Tower
Ice Golem
Inferno Tower Fire Spirit Wizard
Hog Rider
Inferno Tower
Ice Golem Skeleton Army Fire Spirit
Wizard
Ice Golem Skeleton Army Freeze
Skeleton Army
Inferno Tower Wizard Freeze
Freeze
Wizard Skeleton Army

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.

Ice Golem Inferno Tower Wizard
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Fire Spirit Freeze
Inferno Tower Skeleton Army
Skeleton Army
Skeleton Army Freeze Electro Spirit Fire Spirit
Inferno Tower Electro Spirit Fire Spirit Wizard Freeze
Electro Spirit Ice Golem Inferno Tower
Inferno Tower Skeleton Army
Skeleton Army Fire Spirit Ice Golem Inferno Tower
Skeleton Army Electro Spirit Ice Golem Wizard Freeze
Inferno Tower Wizard
Inferno Tower Skeleton Army Fire Spirit Wizard Freeze
Fire Spirit Wizard Skeleton Army Electro Spirit Freeze
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Freeze
Wizard Inferno Tower Skeleton Army
Fire Spirit Electro Spirit Wizard Skeleton Army
Wizard Freeze Electro Spirit Fire Spirit Ice Golem
Inferno Tower
Wizard Skeleton Army Electro Spirit Fire Spirit

Counters to secondary win conditions

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

Skeleton Army Ice Golem Inferno Tower
Ice Golem Wizard
Skeleton Army Ice Golem Inferno Tower
Skeleton Army Ice Golem Inferno Tower
Inferno Tower Skeleton Army
Fire Spirit Wizard Electro Spirit Ice Golem Freeze
Skeleton Army Ice Golem Inferno Tower
Inferno Tower Skeleton Army
Freeze Electro Spirit Ice Golem Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army
Skeleton Army Ice Golem Inferno Tower Wizard
Wizard Skeleton Army
Inferno Tower Skeleton Army Electro Spirit Ice Golem Freeze
Electro Spirit Ice Golem Inferno Tower Wizard Freeze
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 Freeze
Ice Golem Freeze
Wizard Fire Spirit
Wizard Electro Spirit Fire Spirit Ice Golem Freeze
Fire Spirit Wizard
Fire Spirit Ice Golem Wizard Freeze
Wizard
Fire Spirit
Wizard
Fire Spirit Wizard
Fire Spirit Ice Golem
Freeze
Ice Golem
Wizard
Wizard
Freeze
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Ice Golem Freeze Electro Spirit Fire Spirit Wizard
Wizard
Wizard
Fire Spirit Ice Golem Wizard
Electro Spirit Wizard Freeze
Wizard
Electro Spirit Freeze
Wizard
Electro Spirit Fire Spirit Skeleton Army Freeze
Fire Spirit Wizard
Freeze
Wizard
Ice Golem Wizard
Electro Spirit Freeze
Freeze

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