My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Royal Ghost Electro Wizard

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Bats 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 Bats Royal Giant Ice Wizard Lava Hound

Offensive cards

Win conditions

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

Royal Giant Lava Hound

Damage spells

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

Giant Snowball Earthquake

Punishments

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

Royal Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Royal Giant Lava Hound

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 Bats Royal Giant Lava Hound
Giant Snowball
Skeletons Fire Spirit Bats Lava Hound
Zap
Skeletons Fire Spirit Bats Royal Giant Lava Hound
Barbarian Barrel
Skeletons Fire Spirit Ice Wizard
The Log
Skeletons Fire Spirit Royal Giant
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit Bats Lava Hound
Royal Delivery
Skeletons Fire Spirit Bats Ice Wizard Lava Hound
Fireball
Ice Wizard Lava Hound
Poison
Bats Ice Wizard Lava Hound
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Earthquake Ice 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.

Fire Spirit Bats Ice Wizard

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.

Royal Giant

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.

Fire Spirit Ice Wizard Lava Hound

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.

Skeletons Fire Spirit Bats Giant Snowball Earthquake Ice Wizard Royal Giant Lava Hound

Shortest cycle

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

6 Skeletons Fire Spirit Bats Giant Snowball

Attack Synergies 6 4

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
Fire Spirit
Royal Giant Giant Snowball
Bats
Royal Giant Lava Hound
Giant Snowball
Earthquake Fire Spirit Royal Giant Lava Hound
Royal Giant
Fire Spirit Bats Earthquake Ice Wizard Giant Snowball
Earthquake
Giant Snowball Royal Giant Lava Hound
Ice Wizard
Royal Giant
Lava Hound
Bats Giant Snowball Earthquake

Defense Synergies 0 12

Skeletons
Fire Spirit Bats Giant Snowball Earthquake Ice Wizard
Fire Spirit
Skeletons Giant Snowball
Bats
Skeletons Giant Snowball Earthquake Ice Wizard
Giant Snowball
Skeletons Fire Spirit Bats Earthquake Ice Wizard
Royal Giant
Earthquake
Skeletons Bats Giant Snowball Ice Wizard
Ice Wizard
Skeletons Bats Giant Snowball Earthquake
Lava Hound

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.

Earthquake
Skeletons Bats Ice Wizard
Skeletons Fire Spirit Bats Giant Snowball Ice Wizard
Skeletons Bats Ice Wizard
Earthquake
Skeletons Fire Spirit Bats Giant Snowball Earthquake Ice Wizard
Bats Giant Snowball Fire Spirit Ice Wizard
Earthquake
Skeletons Ice Wizard
Skeletons Fire Spirit Giant Snowball Ice Wizard
Bats Ice Wizard Skeletons Giant Snowball Earthquake
Bats Giant Snowball Ice Wizard
Skeletons Fire Spirit Bats Giant Snowball Earthquake Ice Wizard
Fire Spirit Bats Giant Snowball Earthquake
Giant Snowball
Skeletons Bats
Fire Spirit Bats Giant Snowball Ice Wizard
Giant Snowball Earthquake Fire Spirit Bats Ice Wizard
Fire Spirit Bats Giant Snowball Earthquake

Counters to secondary win conditions

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

Skeletons Giant Snowball
Giant Snowball
Skeletons Bats
Bats
Skeletons
Fire Spirit Skeletons Bats Giant Snowball Ice Wizard
Skeletons Bats Ice Wizard
Skeletons Bats Giant Snowball
Skeletons
Bats
Giant Snowball
Skeletons
Skeletons Bats
Bats Giant Snowball Earthquake Ice 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.)

Earthquake
Giant Snowball Ice Wizard
Earthquake
Earthquake
Fire Spirit Giant Snowball Earthquake
Fire Spirit Bats Giant Snowball Ice Wizard
Fire Spirit Earthquake
Earthquake Fire Spirit Giant Snowball Ice Wizard
Giant Snowball
Fire Spirit Bats Giant Snowball
Earthquake
Fire Spirit Giant Snowball
Earthquake Fire Spirit Giant Snowball
Earthquake
Earthquake Giant Snowball
Earthquake Giant Snowball
Earthquake
Giant Snowball Earthquake
Bats
Fire Spirit Giant Snowball Earthquake
Fire Spirit Giant Snowball Earthquake
Earthquake
Giant Snowball
Earthquake Giant Snowball
Giant Snowball Earthquake Fire Spirit Ice Wizard
Giant Snowball Earthquake Ice Wizard
Giant Snowball
Fire Spirit Bats Giant Snowball Ice Wizard
Bats Giant Snowball
Giant Snowball
Giant Snowball Earthquake
Giant Snowball
Giant Snowball Earthquake
Earthquake Fire Spirit Bats
Fire Spirit Giant Snowball Ice Wizard
Giant Snowball Earthquake
Giant Snowball
Bats Giant Snowball
Bats Giant Snowball
Giant Snowball

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