My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Electro Wizard Little Prince

Defensive buildings

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

Mortar

Investments

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

Royal Giant Battle Ram Electro Wizard Little Prince

Offensive cards

Win conditions

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

Mortar Royal Giant Battle Ram

Damage spells

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

Earthquake The Log

Punishments

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

Mortar Royal Giant Battle Ram

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Mortar Royal Giant Battle Ram

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 Wizard

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
Royal Giant Battle Ram
Giant Snowball
Fire Spirit Battle Ram Little Prince
Zap
Fire Spirit Mortar Royal Giant Battle Ram Little Prince
Barbarian Barrel
Fire Spirit Mortar Battle Ram Electro Wizard Little Prince
The Log
Fire Spirit Royal Giant Battle Ram Little Prince
Earthquake
Mortar
Arrows
Fire Spirit Little Prince
Royal Delivery
Fire Spirit Battle Ram Electro Wizard Little Prince
Fireball
Mortar Battle Ram Electro Wizard Little Prince
Poison
Mortar Electro Wizard Little Prince
Lightning
Mortar Battle Ram Electro Wizard Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Earthquake The Log

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 Battle Ram

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.

Royal Giant

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 Electro 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.

Fire Spirit The Log Earthquake Little Prince Mortar Battle Ram Electro Wizard Royal Giant

Shortest cycle

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

9 Fire Spirit The Log Earthquake Little Prince

Attack Synergies 4 9

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.

Fire Spirit
Royal Giant Mortar Battle Ram
Mortar
Royal Giant Fire Spirit The Log
Royal Giant
Fire Spirit Mortar Earthquake The Log Electro Wizard
Earthquake
Royal Giant Battle Ram The Log
Battle Ram
The Log Fire Spirit Earthquake Electro Wizard
The Log
Battle Ram Mortar Royal Giant Earthquake Little Prince
Electro Wizard
Royal Giant Battle Ram
Little Prince
The Log

Defense Synergies 0 9

Fire Spirit
The Log Electro Wizard
Mortar
Earthquake The Log Electro Wizard
Royal Giant
Earthquake
Mortar The Log
Battle Ram
The Log
Fire Spirit Mortar Earthquake Electro Wizard Little Prince
Electro Wizard
Fire Spirit Mortar The Log Little Prince
Little Prince
The Log Electro 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.

Earthquake Mortar The Log Electro Wizard
Mortar The Log Electro Wizard
Mortar Fire Spirit Electro Wizard
Mortar Electro Wizard
Earthquake The Log
The Log Fire Spirit Earthquake Electro Wizard
Electro Wizard Fire Spirit Mortar Little Prince
Earthquake The Log Electro Wizard
Mortar
Fire Spirit Electro Wizard Little Prince
Electro Wizard Earthquake The Log
Electro Wizard
Mortar Fire Spirit Earthquake The Log Electro Wizard
Fire Spirit Mortar Earthquake The Log Electro Wizard
Mortar Electro Wizard
Mortar The Log Electro Wizard
Mortar Electro Wizard
Fire Spirit Mortar The Log Electro Wizard Little Prince
Mortar Earthquake The Log Fire Spirit Electro Wizard Little Prince
Mortar Electro Wizard
Fire Spirit Earthquake The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Electro Wizard
Electro Wizard Mortar The Log
The Log Electro Wizard
The Log Electro Wizard
Fire Spirit Electro Wizard
Electro Wizard
Electro Wizard Mortar The Log
The Log Electro Wizard
Electro Wizard Mortar The Log Little Prince
Earthquake The Log Electro 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.)

Earthquake Mortar The Log
Mortar The Log Electro Wizard
Earthquake The Log
Earthquake The Log
Fire Spirit Mortar Earthquake The Log
Fire Spirit
Fire Spirit Mortar Earthquake The Log
Earthquake The Log Fire Spirit
The Log Mortar
Fire Spirit Electro Wizard
Mortar Earthquake The Log Electro Wizard
Fire Spirit
Earthquake Fire Spirit Mortar The Log
Earthquake Mortar
Earthquake Mortar The Log
Earthquake Mortar The Log
Earthquake Mortar The Log
Mortar Earthquake
Fire Spirit Mortar Earthquake The Log Electro Wizard
Fire Spirit Mortar Earthquake The Log Little Prince
Earthquake The Log
The Log
Earthquake Mortar The Log
Earthquake The Log Fire Spirit Mortar Little Prince
Mortar The Log Earthquake Electro Wizard
Mortar The Log
Mortar The Log
Fire Spirit Electro Wizard Little Prince
Electro Wizard
Mortar Earthquake The Log
Electro Wizard
Earthquake The Log
Earthquake Electro Wizard Fire Spirit
Fire Spirit Electro Wizard
The Log
Electro Wizard
The Log Mortar Earthquake
The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard Little Prince

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