My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Minions Ice Wizard

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.

Skeletons Knight Royal Giant Giant Ice Wizard

Offensive cards

Win conditions

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

Mortar Royal Giant Giant

Damage spells

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

Fireball

Punishments

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

Mortar Royal Giant Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Mortar Royal Giant 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
Skeletons Minions Royal Giant Giant
Giant Snowball
Skeletons Minions
Zap
Skeletons Minions Mortar Royal Giant
Barbarian Barrel
Skeletons Knight Mortar Ice Wizard
The Log
Skeletons Royal Giant
Earthquake
Skeletons Mortar
Arrows
Skeletons Minions
Royal Delivery
Skeletons Knight Minions Ice Wizard
Fireball
Minions Mortar Ice Wizard
Poison
Minions Mortar Ice Wizard
Lightning
Knight Mortar Ice Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball 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.

Knight 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.

Minions Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Knight Minions Ice Wizard Mortar Fireball Giant Royal Giant

Shortest cycle

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

10 Skeletons Knight Minions Ice Wizard

Attack Synergies 7 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
Knight
Minions Mortar Fireball Ice Wizard
Minions
Knight Royal Giant Giant Mortar
Mortar
Knight Royal Giant Minions Fireball
Royal Giant
Minions Mortar Fireball Ice Wizard
Fireball
Royal Giant Knight Mortar Giant
Giant
Minions Fireball Ice Wizard
Ice Wizard
Royal Giant Knight Giant

Defense Synergies 2 11

Skeletons
Knight Minions Mortar Ice Wizard
Knight
Minions Ice Wizard Skeletons Mortar Fireball
Minions
Knight Skeletons Mortar Ice Wizard
Mortar
Skeletons Knight Minions Fireball Ice Wizard
Royal Giant
Fireball
Knight Mortar Ice Wizard
Giant
Ice Wizard
Knight Skeletons Minions Mortar Fireball

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.

Knight Minions Mortar Fireball
Skeletons Knight Minions Mortar Ice Wizard
Mortar Skeletons Knight Minions Ice Wizard
Skeletons Knight Minions Mortar Ice Wizard
Fireball
Fireball Skeletons Minions Ice Wizard
Minions Mortar Fireball Ice Wizard
Fireball
Skeletons Minions Mortar Ice Wizard
Knight Skeletons Ice Wizard
Minions Ice Wizard Skeletons Knight Fireball
Minions Fireball Ice Wizard
Mortar Skeletons Knight Minions Fireball Ice Wizard
Fireball Minions Mortar
Knight Mortar
Mortar Fireball
Skeletons Knight Minions Mortar Fireball
Mortar Fireball Knight Minions Ice Wizard
Mortar Knight Minions Fireball Ice Wizard
Mortar
Knight Minions Fireball

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Knight Mortar
Skeletons Knight Minions
Knight Fireball
Skeletons Knight
Fireball Skeletons Minions Ice Wizard
Skeletons Knight Minions Fireball Ice Wizard
Knight
Skeletons Knight Minions Mortar Fireball
Skeletons
Knight Minions
Fireball
Skeletons Knight Fireball
Fireball
Skeletons Knight Minions Mortar Fireball
Minions Fireball 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.)

Fireball Knight Mortar
Mortar Fireball Ice Wizard
Fireball
Knight Fireball
Fireball Mortar
Fireball Minions Ice Wizard
Mortar
Fireball Ice Wizard
Fireball Mortar
Minions Fireball
Knight Mortar Fireball
Fireball
Knight Mortar Fireball
Minions Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Mortar Fireball
Minions
Mortar Fireball
Mortar Fireball
Minions Fireball
Fireball
Mortar Fireball
Mortar Fireball Ice Wizard
Mortar Fireball Ice Wizard
Fireball Mortar
Fireball Mortar
Fireball Ice Wizard
Minions Fireball
Fireball
Mortar Fireball
Fireball
Fireball
Minions Fireball
Fireball Ice Wizard
Fireball
Fireball Knight
Mortar Fireball
Fireball
Minions Fireball
Fireball
Mortar Fireball

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