My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Tombstone Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Barbarians Royal 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.

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
Royal Giant
Giant Snowball
Fire Spirit Barbarians Tombstone
Zap
Fire Spirit Royal Giant Tombstone
Barbarian Barrel
Fire Spirit Barbarians Tombstone Ice Wizard Electro Wizard
The Log
Fire Spirit Barbarians Royal Giant Tombstone
Earthquake
Barbarians Tombstone
Arrows
Fire Spirit Tombstone
Royal Delivery
Fire Spirit Barbarians Ice Wizard Electro Wizard
Fireball
Barbarians Tombstone Ice Wizard Electro Wizard
Poison
Barbarians Tombstone Ice Wizard Electro Wizard
Lightning
Tombstone Ice Wizard Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 Tombstone 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 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.

Fire Spirit Barbarians Fireball Ice Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Tombstone Ice Wizard Fireball Electro Wizard Barbarians Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Tombstone Ice Wizard

Attack Synergies 5 5

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.

Fire Spirit
Royal Giant Zap
Zap
Fireball Electro Wizard Fire Spirit Royal Giant Ice Wizard
Barbarians
Royal Giant
Fire Spirit Fireball Ice Wizard Zap Electro Wizard
Tombstone
Fireball
Zap Royal Giant Electro Wizard
Ice Wizard
Royal Giant Zap
Electro Wizard
Zap Royal Giant Fireball

Defense Synergies 2 10

Fire Spirit
Zap Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Barbarians Tombstone Ice Wizard
Barbarians
Zap
Royal Giant
Tombstone
Zap Fireball Ice Wizard Electro Wizard
Fireball
Zap Tombstone Ice Wizard Electro Wizard
Ice Wizard
Zap Tombstone Fireball
Electro Wizard
Zap Fire Spirit Tombstone Fireball

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 Tombstone Fireball Electro Wizard
Barbarians Zap Tombstone Ice Wizard Electro Wizard
Barbarians Fire Spirit Tombstone Ice Wizard Electro Wizard
Barbarians Tombstone Ice Wizard Electro Wizard
Barbarians Tombstone Fireball
Fireball Fire Spirit Zap Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Zap Tombstone Fireball Ice Wizard
Zap Barbarians Fireball Electro Wizard
Barbarians Tombstone Ice Wizard
Fire Spirit Barbarians Ice Wizard Electro Wizard
Barbarians Ice Wizard Electro Wizard Zap Tombstone Fireball
Zap Fireball Ice Wizard Electro Wizard
Barbarians Tombstone Fire Spirit Zap Fireball Ice Wizard Electro Wizard
Fire Spirit Fireball Zap Barbarians Tombstone Electro Wizard
Barbarians Tombstone Electro Wizard
Barbarians Zap Fireball Electro Wizard
Barbarians Tombstone Fireball Electro Wizard
Fire Spirit Tombstone Fireball Zap Barbarians Ice Wizard Electro Wizard
Zap Fire Spirit Barbarians Tombstone Fireball Ice Wizard Electro Wizard
Barbarians Electro Wizard
Fire Spirit Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Tombstone Fireball Electro Wizard
Fireball Electro Wizard Zap
Barbarians Tombstone Zap Electro Wizard
Zap Barbarians Fireball Electro Wizard
Barbarians Tombstone
Fire Spirit Fireball Zap Ice Wizard Electro Wizard
Barbarians Tombstone Fireball Ice Wizard Electro Wizard
Barbarians
Zap Electro Wizard Barbarians Tombstone Fireball
Barbarians Tombstone
Barbarians Tombstone
Zap Barbarians Fireball Electro Wizard
Barbarians Tombstone Fireball
Barbarians Fireball
Barbarians Tombstone Electro Wizard Zap Fireball
Zap Barbarians Fireball Ice Wizard 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.)

Fireball
Fireball Zap Ice Wizard Electro Wizard
Fireball
Barbarians Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Zap Ice Wizard
Fire Spirit
Fireball Fire Spirit Zap Ice Wizard
Fireball Zap
Fire Spirit Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Fire Spirit Zap
Fire Spirit Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Fire Spirit Zap Fireball Electro Wizard
Fire Spirit Zap Fireball
Fireball
Fireball
Zap Barbarians Fireball
Zap Fire Spirit Fireball Ice Wizard
Fireball Zap Ice Wizard Electro Wizard
Fireball Zap
Fireball Zap
Fire Spirit Zap Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fire Spirit Barbarians Tombstone Fireball
Fireball Fire Spirit Zap Ice Wizard Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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