My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Wizard Electro 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.

Ice Spirit Bats Wizard Prince Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Ice Spirit Prince Giant Skeleton

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.

Goblin Barrel Giant Skeleton 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
Bats Goblin Barrel Prince Giant Skeleton
Giant Snowball
Bats Goblin Barrel
Zap
Bats Goblin Barrel Prince
Barbarian Barrel
Ice Spirit Wizard Goblin Barrel Giant Skeleton Electro Wizard
The Log
Ice Spirit Goblin Barrel Prince Giant Skeleton
Earthquake
Goblin Barrel
Arrows
Ice Spirit Bats Goblin Barrel
Royal Delivery
Ice Spirit Bats Wizard Goblin Barrel Prince Giant Skeleton Electro Wizard
Fireball
Wizard Goblin Barrel Electro Wizard
Poison
Bats Wizard Electro Wizard
Lightning
Wizard Prince Electro Wizard
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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.

Ice Spirit Bats Prince Giant Skeleton

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.

Goblin Barrel

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Goblin Barrel Electro Wizard Wizard Prince Giant Skeleton

Shortest cycle

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

8 Ice Spirit Bats Zap Goblin Barrel

Attack Synergies 6 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
Zap Goblin Barrel Bats Prince Giant Skeleton
Bats
Giant Skeleton Ice Spirit Zap Goblin Barrel Prince
Zap
Ice Spirit Prince Electro Wizard Bats Giant Skeleton
Wizard
Prince Giant Skeleton
Goblin Barrel
Ice Spirit Prince Bats Giant Skeleton
Prince
Zap Goblin Barrel Ice Spirit Bats Wizard Electro Wizard
Giant Skeleton
Bats Ice Spirit Zap Wizard Goblin Barrel Electro Wizard
Electro Wizard
Zap Prince Giant Skeleton

Defense Synergies 2 16

Ice Spirit
Zap Bats Wizard Prince Giant Skeleton Electro Wizard
Bats
Ice Spirit Zap Prince Giant Skeleton Electro Wizard
Zap
Ice Spirit Electro Wizard Bats Prince Giant Skeleton
Wizard
Ice Spirit Prince Giant Skeleton Electro Wizard
Goblin Barrel
Prince
Ice Spirit Bats Zap Wizard Electro Wizard
Giant Skeleton
Ice Spirit Bats Zap Wizard Electro Wizard
Electro Wizard
Zap Ice Spirit Bats Wizard Prince Giant Skeleton

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 Electro Wizard
Ice Spirit Bats Zap Prince Electro Wizard
Prince Bats Giant Skeleton Electro Wizard
Prince Bats Electro Wizard
Prince Giant Skeleton
Bats Zap Electro Wizard
Bats Electro Wizard Ice Spirit Zap Wizard
Zap Giant Skeleton Electro Wizard
Prince
Ice Spirit Prince Giant Skeleton Electro Wizard
Bats Electro Wizard Zap Wizard Giant Skeleton
Bats Zap Wizard Electro Wizard
Prince Ice Spirit Bats Zap Wizard Giant Skeleton Electro Wizard
Wizard Ice Spirit Bats Zap Prince Electro Wizard
Prince Electro Wizard
Ice Spirit Zap Prince Electro Wizard
Wizard Bats Prince Electro Wizard
Ice Spirit Bats Zap Wizard Prince Electro Wizard
Zap Wizard Ice Spirit Bats Giant Skeleton Electro Wizard
Prince Electro Wizard
Wizard Bats Prince Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Zap Prince Giant Skeleton Electro Wizard
Electro Wizard Zap Wizard Prince
Giant Skeleton Ice Spirit Bats Zap Prince Electro Wizard
Prince Giant Skeleton Bats Zap Electro Wizard
Giant Skeleton Prince
Wizard Ice Spirit Bats Zap Electro Wizard
Prince Bats Giant Skeleton Electro Wizard
Giant Skeleton Prince
Zap Giant Skeleton Electro Wizard Ice Spirit Bats Prince
Bats Prince Giant Skeleton
Zap Prince Giant Skeleton Electro Wizard
Prince Giant Skeleton Wizard
Wizard
Electro Wizard Ice Spirit Bats Zap Prince Giant Skeleton
Bats Zap Wizard Giant Skeleton Electro 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.)

Giant Skeleton
Zap Electro Wizard
Giant Skeleton
Prince Giant Skeleton
Wizard Zap
Wizard Ice Spirit Bats Zap
Wizard
Ice Spirit Zap Wizard
Zap Wizard
Bats Prince Electro Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Zap Prince
Zap Wizard
Wizard
Bats
Zap Wizard Prince Electro Wizard
Zap Wizard
Prince Giant Skeleton
Wizard
Prince
Zap
Zap Ice Spirit Wizard
Zap Wizard Electro Wizard
Zap Wizard Prince
Zap
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Bats Wizard
Zap Wizard
Zap Ice Spirit Electro Wizard
Prince Giant Skeleton
Wizard
Zap Electro Wizard Ice Spirit Bats Prince
Zap Wizard Electro Wizard
Wizard Prince Electro Wizard
Zap Wizard
Zap Giant Skeleton
Prince
Zap Ice Spirit Bats Giant Skeleton Electro Wizard
Bats Zap Electro Wizard
Zap Prince Giant Skeleton Electro Wizard

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