My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 Wizard Electro 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.

Giant Wizard Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Freeze

Punishments

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

Giant

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 Barbarians Giant

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
Giant Sparky
Giant Snowball
Fire Spirit Barbarians
Zap
Fire Spirit Sparky
Barbarian Barrel
Fire Spirit Barbarians Wizard Electro Wizard Sparky
The Log
Fire Spirit Barbarians Sparky
Earthquake
Barbarians
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Barbarians Wizard Electro Wizard Sparky
Fireball
Barbarians Wizard Electro Wizard Sparky
Poison
Barbarians Wizard Electro Wizard Sparky
Lightning
Wizard Electro Wizard Sparky
Rocket
Barbarians Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Freeze Sparky

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 Freeze Sparky

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 Barbarians Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Freeze Electro Wizard Barbarians Giant Wizard Sparky

Shortest cycle

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

11 Fire Spirit Zap Freeze Electro Wizard

Attack Synergies 4 8

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
Zap Giant Sparky
Zap
Giant Electro Wizard Sparky Fire Spirit Freeze
Barbarians
Giant
Zap Sparky Fire Spirit Wizard Electro Wizard
Wizard
Giant Sparky
Freeze
Zap
Electro Wizard
Zap Giant Sparky
Sparky
Zap Giant Fire Spirit Wizard Electro Wizard

Defense Synergies 1 9

Fire Spirit
Zap Electro Wizard Sparky
Zap
Electro Wizard Fire Spirit Barbarians Sparky
Barbarians
Zap
Giant
Wizard
Freeze Electro Wizard
Freeze
Wizard Electro Wizard Sparky
Electro Wizard
Zap Fire Spirit Wizard Freeze
Sparky
Fire Spirit Zap Freeze

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 Wizard Electro Wizard Sparky
Barbarians Sparky Zap Electro Wizard
Barbarians Sparky Fire Spirit Freeze Electro Wizard
Barbarians Sparky Electro Wizard
Barbarians Sparky
Freeze Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Wizard Freeze
Zap Barbarians Electro Wizard Sparky
Barbarians Sparky
Fire Spirit Barbarians Electro Wizard Sparky
Barbarians Electro Wizard Zap Wizard Freeze
Zap Wizard Electro Wizard
Barbarians Sparky Fire Spirit Zap Wizard Freeze Electro Wizard
Fire Spirit Wizard Sparky Zap Barbarians Freeze Electro Wizard
Barbarians Sparky Electro Wizard
Barbarians Zap Freeze Electro Wizard Sparky
Barbarians Wizard Sparky Electro Wizard
Fire Spirit Zap Barbarians Wizard Electro Wizard
Zap Wizard Freeze Fire Spirit Barbarians Electro Wizard
Barbarians Sparky Electro Wizard
Wizard Fire Spirit Barbarians Electro Wizard Sparky

Counters to secondary win conditions

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

Barbarians Zap Electro Wizard Sparky
Electro Wizard Zap Wizard
Barbarians Zap Electro Wizard Sparky
Zap Barbarians Electro Wizard Sparky
Barbarians Sparky
Fire Spirit Wizard Zap Freeze Electro Wizard
Sparky Barbarians Electro Wizard
Barbarians Sparky
Zap Freeze Electro Wizard Barbarians Sparky
Barbarians Sparky
Barbarians Sparky
Zap Barbarians Electro Wizard
Barbarians Wizard Sparky
Wizard Barbarians Sparky
Barbarians Electro Wizard Sparky Zap Freeze
Zap Barbarians Wizard Freeze Electro Wizard Sparky

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.)

Freeze Sparky
Zap Electro Wizard
Sparky
Barbarians Freeze Sparky
Wizard Fire Spirit Zap Sparky
Wizard Fire Spirit Zap Freeze
Fire Spirit Wizard Sparky
Fire Spirit Zap Wizard Freeze
Zap Wizard
Fire Spirit Electro Wizard Sparky
Zap Wizard Electro Wizard Sparky
Fire Spirit Zap Wizard
Fire Spirit Sparky
Freeze
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Freeze Sparky
Sparky
Fire Spirit Zap Wizard Electro Wizard Sparky
Fire Spirit Zap Wizard
Sparky
Wizard
Sparky
Zap Barbarians
Zap Freeze Fire Spirit Wizard Sparky
Zap Wizard Electro Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Fire Spirit Zap Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard Freeze
Sparky
Zap Wizard Sparky
Zap Freeze Electro Wizard Sparky
Sparky
Wizard Sparky
Zap Electro Wizard Fire Spirit Barbarians Freeze
Fire Spirit Zap Wizard Electro Wizard
Freeze
Wizard Electro Wizard Sparky
Zap Wizard
Zap Sparky
Sparky
Zap Freeze Electro Wizard Sparky
Zap Electro Wizard
Zap Freeze Electro Wizard Sparky

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