My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Ice Wizard Inferno Dragon

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.

Wizard Giant Skeleton Golem Ice Wizard Inferno Dragon Sparky

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Zap

Punishments

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

Hog Rider

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.

Hog Rider Giant Skeleton Golem

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.

Hog Rider Giant Skeleton Golem

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
Hog Rider Giant Skeleton Inferno Dragon Sparky
Giant Snowball
Hog Rider Inferno Dragon
Zap
Inferno Dragon Sparky
Barbarian Barrel
Wizard Giant Skeleton Ice Wizard Sparky
The Log
Hog Rider Giant Skeleton Sparky
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Wizard Giant Skeleton Ice Wizard Inferno Dragon Sparky
Fireball
Hog Rider Wizard Ice Wizard Inferno Dragon Sparky
Poison
Wizard Ice Wizard Sparky
Lightning
Wizard Ice Wizard Inferno Dragon Sparky
Rocket
Hog Rider Wizard Inferno Dragon 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 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.

Giant Skeleton Golem Ice Wizard Inferno Dragon 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

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 Ice Wizard Hog Rider Inferno Dragon Wizard Giant Skeleton Sparky Golem

Shortest cycle

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

13 Zap Ice Wizard Hog Rider Inferno Dragon

Attack Synergies 2 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.

Zap
Hog Rider Sparky Giant Skeleton Golem Ice Wizard
Hog Rider
Zap Wizard Giant Skeleton
Wizard
Hog Rider Giant Skeleton Golem Sparky
Giant Skeleton
Zap Hog Rider Wizard Ice Wizard Sparky
Golem
Zap Wizard Ice Wizard Sparky
Ice Wizard
Zap Giant Skeleton Golem
Inferno Dragon
Sparky
Zap Wizard Giant Skeleton Golem

Defense Synergies 0 8

Zap
Giant Skeleton Ice Wizard Inferno Dragon Sparky
Hog Rider
Wizard
Giant Skeleton Ice Wizard
Giant Skeleton
Zap Wizard Ice Wizard
Golem
Ice Wizard
Zap Wizard Giant Skeleton Inferno Dragon
Inferno Dragon
Zap Ice Wizard
Sparky
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 Wizard Sparky
Inferno Dragon Sparky Zap Ice Wizard
Sparky Giant Skeleton Ice Wizard Inferno Dragon
Inferno Dragon Sparky Ice Wizard
Giant Skeleton Sparky
Zap Ice Wizard
Inferno Dragon Zap Wizard Ice Wizard
Zap Giant Skeleton Sparky
Inferno Dragon Sparky Ice Wizard
Giant Skeleton Ice Wizard Sparky
Ice Wizard Zap Wizard Giant Skeleton
Inferno Dragon Zap Wizard Ice Wizard
Sparky Zap Wizard Giant Skeleton Ice Wizard
Wizard Sparky Zap
Inferno Dragon Sparky
Zap Inferno Dragon Sparky
Wizard Sparky
Zap Wizard Ice Wizard
Zap Wizard Giant Skeleton Ice Wizard Inferno Dragon
Sparky Inferno Dragon
Wizard Giant Skeleton Sparky

Counters to secondary win conditions

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

Zap Giant Skeleton Sparky
Zap Wizard Inferno Dragon
Giant Skeleton Zap Sparky
Giant Skeleton Zap Sparky
Giant Skeleton Inferno Dragon Sparky
Wizard Zap Ice Wizard
Sparky Giant Skeleton Ice Wizard
Giant Skeleton Inferno Dragon Sparky
Zap Giant Skeleton Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Giant Skeleton Sparky
Zap Giant Skeleton
Giant Skeleton Wizard Sparky
Wizard Sparky
Sparky Zap Giant Skeleton Inferno Dragon
Zap Wizard Giant Skeleton Ice Wizard Inferno Dragon 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.)

Giant Skeleton Sparky
Zap Ice Wizard
Giant Skeleton Sparky
Giant Skeleton Sparky
Wizard Zap Sparky
Wizard Zap Ice Wizard
Wizard Sparky
Zap Wizard Ice Wizard
Zap Wizard
Sparky
Zap Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Sparky
Sparky
Zap Wizard Sparky
Zap Wizard
Giant Skeleton Sparky
Wizard
Sparky
Zap
Zap Wizard Ice Wizard Sparky
Inferno Dragon
Zap Wizard Ice Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Zap Wizard Ice Wizard Sparky
Zap Wizard
Sparky
Zap Wizard Sparky
Zap Sparky
Giant Skeleton Sparky
Wizard Sparky
Zap
Zap Wizard Ice Wizard
Wizard Sparky
Zap Wizard
Zap Giant Skeleton Sparky
Sparky
Zap Giant Skeleton Sparky
Zap
Zap Giant Skeleton Sparky

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