My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Skeletons Giant Ice Wizard Sparky

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap Fireball

Punishments

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

Giant Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

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

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.

Miner

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 Giant Miner Sparky
Giant Snowball
Skeletons Barbarians Miner
Zap
Skeletons Sparky
Barbarian Barrel
Skeletons Barbarians Ice Wizard Sparky
The Log
Skeletons Barbarians Sparky
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Barbarians Miner Ice Wizard Sparky
Fireball
Barbarians Ice Wizard Sparky
Poison
Barbarians Ice Wizard Sparky
Lightning
Ice Wizard Sparky
Rocket
Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Miner Ice Wizard Sparky

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.

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Miner Ice Wizard Fireball Barbarians Giant Sparky

Shortest cycle

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

9 Skeletons Zap Miner Ice Wizard

Attack Synergies 6 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
Zap
Fireball Giant Miner Sparky Ice Wizard
Barbarians
Fireball
Zap Giant Miner Sparky
Giant
Zap Miner Sparky Fireball Ice Wizard
Miner
Zap Giant Fireball Sparky
Ice Wizard
Zap Giant
Sparky
Zap Giant Fireball Miner

Defense Synergies 1 9

Skeletons
Zap Ice Wizard Sparky
Zap
Fireball Skeletons Barbarians Miner Ice Wizard Sparky
Barbarians
Zap
Fireball
Zap Miner Ice Wizard
Giant
Miner
Zap Fireball
Ice Wizard
Skeletons Zap Fireball
Sparky
Skeletons Zap

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 Fireball Sparky
Barbarians Sparky Skeletons Zap Ice Wizard
Barbarians Sparky Skeletons Ice Wizard
Barbarians Sparky Skeletons Ice Wizard
Barbarians Fireball Sparky
Fireball Skeletons Zap Ice Wizard
Zap Fireball Ice Wizard
Zap Barbarians Fireball Sparky
Barbarians Sparky Skeletons Ice Wizard
Skeletons Barbarians Miner Ice Wizard Sparky
Barbarians Ice Wizard Skeletons Zap Fireball
Zap Fireball Ice Wizard
Barbarians Sparky Skeletons Zap Fireball Ice Wizard
Fireball Sparky Zap Barbarians
Barbarians Sparky
Barbarians Zap Fireball Sparky
Barbarians Sparky Skeletons Fireball
Fireball Zap Barbarians Ice Wizard
Zap Barbarians Fireball Ice Wizard
Barbarians Sparky
Barbarians Fireball Sparky

Counters to secondary win conditions

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

Barbarians Skeletons Zap Fireball Sparky
Fireball Zap Miner
Barbarians Skeletons Zap Sparky
Zap Barbarians Fireball Sparky
Barbarians Skeletons Sparky
Fireball Skeletons Zap Ice Wizard
Sparky Skeletons Barbarians Fireball Ice Wizard
Barbarians Sparky
Zap Skeletons Barbarians Fireball Sparky
Skeletons Barbarians Sparky
Barbarians Sparky
Zap Barbarians Fireball
Barbarians Skeletons Fireball Sparky
Barbarians Fireball Sparky
Barbarians Sparky Skeletons Zap Fireball
Zap Barbarians Fireball Ice 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.)

Fireball Sparky
Fireball Zap Miner Ice Wizard
Fireball Miner Sparky
Barbarians Fireball Sparky
Fireball Zap Sparky
Fireball Zap Ice Wizard
Sparky
Fireball Zap Ice Wizard
Fireball Miner Zap
Fireball Sparky
Miner Zap Fireball Sparky
Fireball Zap
Fireball Miner Sparky
Fireball
Zap Fireball Sparky
Zap Fireball Sparky
Fireball Sparky
Fireball Sparky
Sparky
Zap Fireball Sparky
Zap Fireball Miner
Fireball Sparky
Fireball
Sparky
Zap Barbarians Fireball
Zap Fireball Ice Wizard Sparky
Fireball Miner Zap Ice Wizard Sparky
Fireball Zap Miner Sparky
Fireball Miner Zap Sparky
Zap Fireball Ice Wizard Sparky
Zap Fireball
Fireball Sparky
Zap Fireball Miner Sparky
Zap Fireball Sparky
Sparky
Fireball Sparky
Zap Barbarians Fireball
Fireball Zap Ice Wizard
Fireball
Fireball Miner Sparky
Zap Fireball
Zap Fireball Sparky
Sparky
Zap Fireball Sparky
Zap Fireball
Zap Fireball Miner Sparky

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