My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Ice Wizard Electro 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.

Giant Wizard Ice 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 The Log

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.

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
Zap
Inferno Tower Sparky
Barbarian Barrel
Inferno Tower Wizard Ice Wizard Electro Wizard Sparky
The Log
Sparky
Earthquake
Inferno Tower
Arrows
Royal Delivery
Wizard Ice Wizard Electro Wizard Sparky
Fireball
Inferno Tower Wizard Ice Wizard Electro Wizard Sparky
Poison
Inferno Tower Wizard Ice Wizard Electro Wizard Sparky
Lightning
Inferno Tower Wizard Ice Wizard Electro Wizard Sparky
Rocket
Inferno Tower Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log Ice Wizard 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.

Inferno Tower Ice Wizard 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.

Wizard Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Ice Wizard Electro Wizard Giant Inferno Tower Wizard Sparky

Shortest cycle

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

11 Zap The Log Ice Wizard Electro Wizard

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.

Zap
Giant Electro Wizard Sparky The Log Ice Wizard
Giant
Zap Sparky Wizard The Log Ice Wizard Electro Wizard
Inferno Tower
Wizard
Giant Sparky
The Log
Zap Giant Sparky
Ice Wizard
Zap Giant
Electro Wizard
Zap Giant Sparky
Sparky
Zap Giant Wizard The Log Electro Wizard

Defense Synergies 3 11

Zap
Electro Wizard Inferno Tower The Log Ice Wizard Sparky
Giant
Inferno Tower
The Log Electro Wizard Zap Ice Wizard
Wizard
The Log Ice Wizard Electro Wizard
The Log
Inferno Tower Zap Wizard Ice Wizard Electro Wizard Sparky
Ice Wizard
Zap Inferno Tower Wizard The Log
Electro Wizard
Zap Inferno Tower Wizard The Log
Sparky
Zap The Log

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 Inferno Tower Wizard The Log Electro Wizard Sparky
Inferno Tower Sparky Zap The Log Ice Wizard Electro Wizard
Inferno Tower Sparky Ice Wizard Electro Wizard
Inferno Tower Sparky Ice Wizard Electro Wizard
The Log Sparky
The Log Zap Ice Wizard Electro Wizard
Inferno Tower Electro Wizard Zap Wizard Ice Wizard
Zap Inferno Tower The Log Electro Wizard Sparky
Inferno Tower Sparky Ice Wizard
Inferno Tower Ice Wizard Electro Wizard Sparky
Ice Wizard Electro Wizard Zap Wizard The Log
Inferno Tower Zap Wizard Ice Wizard Electro Wizard
Inferno Tower Sparky Zap Wizard The Log Ice Wizard Electro Wizard
Wizard Sparky Zap The Log Electro Wizard
Inferno Tower Sparky Electro Wizard
Inferno Tower Zap The Log Electro Wizard Sparky
Wizard Sparky Inferno Tower Electro Wizard
Zap Wizard The Log Ice Wizard Electro Wizard
Zap Wizard The Log Ice Wizard Electro Wizard
Sparky Inferno Tower Electro Wizard
Wizard The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Zap Inferno Tower Electro Wizard Sparky
Electro Wizard Zap Wizard The Log
Zap Inferno Tower The Log Electro Wizard Sparky
Zap Inferno Tower The Log Electro Wizard Sparky
Inferno Tower Sparky
Wizard Zap Ice Wizard Electro Wizard
Sparky Inferno Tower Ice Wizard Electro Wizard
Inferno Tower Sparky
Zap Electro Wizard Inferno Tower The Log Sparky
Inferno Tower Sparky
Inferno Tower Sparky
Zap The Log Electro Wizard
Inferno Tower Wizard Sparky
Wizard Sparky
Inferno Tower Electro Wizard Sparky Zap The Log
Zap Inferno Tower Wizard The Log Ice Wizard 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.)

The Log Sparky
Zap The Log Ice Wizard Electro Wizard
The Log Sparky
The Log Sparky
Wizard Zap The Log Sparky
Wizard Zap Ice Wizard
Wizard The Log Sparky
The Log Zap Wizard Ice Wizard
The Log Zap Wizard
Electro Wizard Sparky
Zap Wizard The Log Electro Wizard Sparky
Zap Wizard
The Log Sparky
Zap The Log Sparky
Zap Wizard The Log Sparky
Wizard The Log Sparky
Sparky
Sparky
Zap Wizard The Log Electro Wizard Sparky
Zap Wizard The Log
The Log Sparky
Wizard
The Log Sparky
Zap The Log
Zap The Log Wizard Ice Wizard Sparky
The Log Zap Wizard Ice Wizard Electro Wizard Sparky
Zap Wizard The Log Sparky
Zap The Log Sparky
Zap Wizard Ice Wizard Electro Wizard Sparky
Zap Electro Wizard Wizard
Sparky
Zap Wizard The Log Sparky
Zap Electro Wizard Sparky
Sparky
Wizard The Log Sparky
Zap Electro Wizard
Zap Wizard Ice Wizard Electro Wizard
The Log
Wizard Electro Wizard Sparky
The Log Zap Wizard
Zap Sparky
Sparky
Zap The Log Electro Wizard Sparky
Zap Electro Wizard
Zap The Log Electro Wizard Sparky

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