My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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.

Bats Firecracker 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.

Ice Spirit Bats Firecracker Wizard Electro Giant Sparky

Offensive cards

Win conditions

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

Mortar Electro Giant

Damage spells

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

The Log

Punishments

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

Mortar

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.

Ice Spirit Mortar Electro 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.

Firecracker

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
Bats Sparky
Giant Snowball
Bats
Zap
Bats Firecracker Mortar Sparky
Barbarian Barrel
Ice Spirit Firecracker Mortar Wizard Sparky
The Log
Ice Spirit Firecracker Sparky
Earthquake
Firecracker Mortar
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Firecracker Wizard Sparky
Fireball
Firecracker Mortar Wizard Sparky
Poison
Bats Firecracker Mortar Wizard Sparky
Lightning
Mortar Wizard Sparky
Rocket
Mortar Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Mortar Wizard Electro Giant The Log 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.

Ice Spirit Bats Electro Giant 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.

Ice Spirit 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.

Ice Spirit Bats The Log Firecracker Mortar Wizard Sparky Electro Giant

Shortest cycle

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

8 Ice Spirit Bats The Log Firecracker

Attack Synergies 1 12

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.

Ice Spirit
Sparky Bats Firecracker Mortar
Bats
Ice Spirit Firecracker Mortar Sparky
Firecracker
Ice Spirit Bats Mortar Sparky
Mortar
Ice Spirit Bats Firecracker The Log
Wizard
Sparky
Electro Giant
Sparky
The Log
Mortar Sparky
Sparky
Ice Spirit Bats Firecracker Wizard Electro Giant The Log

Defense Synergies 2 14

Ice Spirit
Sparky Bats Firecracker Mortar Wizard The Log
Bats
Ice Spirit Firecracker Mortar The Log Sparky
Firecracker
The Log Ice Spirit Bats Mortar
Mortar
Ice Spirit Bats Firecracker Wizard The Log
Wizard
Ice Spirit Mortar The Log
Electro Giant
The Log
Firecracker Ice Spirit Bats Mortar Wizard Sparky
Sparky
Ice Spirit Bats 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.

Firecracker Mortar Wizard The Log Sparky
Sparky Ice Spirit Bats Firecracker Mortar The Log
Mortar Sparky Bats
Sparky Bats Firecracker Mortar
Firecracker The Log Sparky
The Log Bats Firecracker
Bats Ice Spirit Firecracker Mortar Wizard
Electro Giant The Log Sparky
Sparky Mortar
Ice Spirit Firecracker Sparky
Bats Firecracker Wizard Electro Giant The Log
Bats Firecracker Wizard
Mortar Sparky Ice Spirit Bats Wizard The Log
Wizard Sparky Ice Spirit Bats Firecracker Mortar The Log
Sparky Mortar
Ice Spirit Mortar Electro Giant The Log Sparky
Wizard Sparky Bats Firecracker Mortar
Ice Spirit Mortar Bats Firecracker Wizard The Log
Mortar Wizard The Log Ice Spirit Bats Firecracker
Sparky Mortar
Wizard Bats Firecracker Electro Giant The Log Sparky

Counters to secondary win conditions

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

Electro Giant Sparky
Firecracker Mortar Wizard The Log
Ice Spirit Bats The Log Sparky
Bats The Log Sparky
Sparky
Firecracker Wizard Electro Giant Ice Spirit Bats
Sparky Bats
Sparky
Ice Spirit Bats Firecracker Mortar The Log Sparky
Sparky
Bats Sparky
Electro Giant The Log
Wizard Sparky
Wizard Firecracker Electro Giant Sparky
Electro Giant Sparky Ice Spirit Bats Firecracker Mortar The Log
Bats Firecracker Wizard Electro Giant The Log 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.)

Firecracker Mortar The Log Sparky
Firecracker Mortar The Log
The Log Sparky
Firecracker The Log Sparky
Wizard Firecracker Mortar The Log Sparky
Firecracker Wizard Electro Giant Ice Spirit Bats
Firecracker Mortar Wizard The Log Sparky
The Log Ice Spirit Firecracker Wizard
The Log Firecracker Mortar Wizard
Bats Sparky
Firecracker Mortar Wizard The Log Sparky
Firecracker Wizard
Firecracker Mortar The Log Sparky
Firecracker Mortar
Firecracker Mortar The Log Sparky
Firecracker Mortar Wizard The Log Sparky
Firecracker Mortar Wizard The Log Sparky
Mortar Sparky
Bats Sparky
Firecracker Mortar Wizard The Log Sparky
Firecracker Mortar Wizard Electro Giant The Log
The Log Sparky
Wizard
The Log Sparky
Mortar The Log
Firecracker Electro Giant The Log Ice Spirit Mortar Wizard Sparky
Firecracker Mortar The Log Wizard Sparky
Mortar Wizard The Log Sparky
Firecracker Mortar The Log Sparky
Bats Firecracker Wizard Electro Giant Sparky
Ice Spirit Bats Firecracker Wizard Electro Giant
Sparky
Mortar Wizard The Log Sparky
Ice Spirit Firecracker Sparky
Sparky
Firecracker Wizard The Log Sparky
Ice Spirit Bats
Firecracker Wizard
The Log
Firecracker Wizard Sparky
The Log Firecracker Mortar Wizard
Electro Giant Sparky
Firecracker Sparky
Electro Giant Ice Spirit Bats Firecracker The Log Sparky
Firecracker Bats
Firecracker Mortar Electro Giant The Log Sparky

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