My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Fire Spirit Minions Goblin Gang Wizard Ice Wizard

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.

Royal Giant Wizard Ice Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Fireball

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Fire Spirit Goblin Gang Royal Giant

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
Minions Goblin Gang Royal Giant
Giant Snowball
Fire Spirit Minions Goblin Gang
Zap
Fire Spirit Minions Goblin Gang Royal Giant
Barbarian Barrel
Fire Spirit Goblin Gang Wizard Ice Wizard
The Log
Fire Spirit Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Fire Spirit Minions Goblin Gang
Royal Delivery
Fire Spirit Minions Goblin Gang Wizard Ice Wizard
Fireball
Minions Goblin Gang Wizard Ice Wizard
Poison
Minions Goblin Gang Wizard Ice Wizard
Lightning
Wizard Ice Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake 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.

Fire Spirit Ice Wizard

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 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.

Fire Spirit Minions Goblin Gang 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.

Fire Spirit Minions Goblin Gang Earthquake Ice Wizard Fireball Wizard Royal Giant

Shortest cycle

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

10 Fire Spirit Minions Goblin Gang Earthquake

Attack Synergies 5 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.

Fire Spirit
Royal Giant
Minions
Royal Giant
Goblin Gang
Royal Giant
Royal Giant
Fire Spirit Minions Earthquake Fireball Ice Wizard Goblin Gang Wizard
Earthquake
Royal Giant Fireball
Fireball
Royal Giant Earthquake
Wizard
Royal Giant
Ice Wizard
Royal Giant

Defense Synergies 0 6

Fire Spirit
Minions
Ice Wizard
Goblin Gang
Ice Wizard
Royal Giant
Earthquake
Fireball Ice Wizard
Fireball
Earthquake Ice Wizard
Wizard
Ice Wizard
Ice Wizard
Minions Goblin Gang Earthquake Fireball 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 Minions Fireball Wizard
Minions Goblin Gang Ice Wizard
Goblin Gang Fire Spirit Minions Ice Wizard
Minions Goblin Gang Ice Wizard
Earthquake Fireball
Goblin Gang Fireball Fire Spirit Minions Earthquake Ice Wizard
Minions Fire Spirit Goblin Gang Fireball Wizard Ice Wizard
Earthquake Fireball
Minions Goblin Gang Ice Wizard
Goblin Gang Fire Spirit Ice Wizard
Minions Goblin Gang Ice Wizard Earthquake Fireball Wizard
Minions Goblin Gang Fireball Wizard Ice Wizard
Fire Spirit Minions Goblin Gang Earthquake Fireball Wizard Ice Wizard
Fire Spirit Fireball Wizard Minions Goblin Gang Earthquake
Goblin Gang
Goblin Gang Fireball
Wizard Minions Goblin Gang Fireball
Fire Spirit Fireball Minions Goblin Gang Wizard Ice Wizard
Earthquake Wizard Fire Spirit Minions Fireball Ice Wizard
Goblin Gang Wizard Fire Spirit Minions Earthquake Fireball

Counters to secondary win conditions

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

Goblin Gang Fireball
Fireball Goblin Gang Wizard
Goblin Gang Minions
Goblin Gang Fireball
Goblin Gang
Fire Spirit Fireball Wizard Minions Goblin Gang Ice Wizard
Goblin Gang Minions Fireball Ice Wizard
Minions Fireball
Goblin Gang
Minions
Fireball
Goblin Gang Fireball Wizard
Wizard Fireball
Goblin Gang Minions Fireball
Minions Earthquake Fireball Wizard Ice 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 Fireball
Fireball Ice Wizard
Earthquake Fireball
Earthquake Fireball
Fireball Wizard Fire Spirit Earthquake
Fireball Wizard Fire Spirit Minions Ice Wizard
Fire Spirit Earthquake Wizard
Earthquake Fireball Fire Spirit Wizard Ice Wizard
Fireball Wizard
Fire Spirit Minions Goblin Gang Fireball
Earthquake Fireball Wizard
Fireball Fire Spirit Wizard
Earthquake Fire Spirit Fireball
Earthquake Minions Fireball
Earthquake Fireball
Earthquake Fireball Wizard
Earthquake Fireball Wizard
Earthquake Fireball
Minions
Fire Spirit Earthquake Fireball Wizard
Fire Spirit Earthquake Fireball Wizard
Minions Earthquake Fireball
Fireball Wizard
Earthquake Fireball
Earthquake Fire Spirit Fireball Wizard Ice Wizard
Fireball Earthquake Wizard Ice Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Ice Wizard
Minions Fireball Wizard
Fireball
Earthquake Fireball Wizard
Fireball
Earthquake Fireball Wizard
Earthquake Fire Spirit Minions Goblin Gang Fireball
Fireball Fire Spirit Wizard Ice Wizard
Fireball
Fireball Goblin Gang Wizard
Earthquake Fireball Wizard
Fireball
Minions Goblin Gang Fireball
Fireball
Fireball

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