My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Rascals 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.

Rascals Battle Ram Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Royal Ghost

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 Rascals Battle Ram Royal Ghost

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.

Royal Ghost 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
Battle Ram Guards
Giant Snowball
Fire Spirit Battle Ram Guards
Zap
Fire Spirit Battle Ram Guards
Barbarian Barrel
Fire Spirit Rascals Battle Ram Guards Royal Ghost Electro Wizard
The Log
Fire Spirit Rascals Battle Ram Guards
Earthquake
Guards
Arrows
Fire Spirit Rascals Guards
Royal Delivery
Fire Spirit Rascals Battle Ram Guards Royal Ghost Electro Wizard
Fireball
Rascals Battle Ram Electro Wizard
Poison
Rascals Guards Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Royal Ghost

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 Battle Ram Guards Royal Ghost

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.

Fire Spirit Fireball 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 Guards Royal Ghost Fireball Battle Ram Electro Wizard Rascals

Shortest cycle

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

9 Fire Spirit Zap Guards Royal Ghost

Attack Synergies 3 11

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
Zap Battle Ram
Zap
Fireball Battle Ram Electro Wizard Fire Spirit Guards Royal Ghost
Rascals
Battle Ram Electro Wizard
Fireball
Zap Battle Ram Electro Wizard
Battle Ram
Zap Fire Spirit Rascals Fireball Royal Ghost Electro Wizard
Guards
Zap
Royal Ghost
Zap Battle Ram Electro Wizard
Electro Wizard
Zap Rascals Fireball Battle Ram Royal Ghost

Defense Synergies 2 8

Fire Spirit
Zap Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Rascals Guards Royal Ghost
Rascals
Zap
Fireball
Zap Electro Wizard
Battle Ram
Guards
Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Fireball Guards Royal Ghost

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 Electro Wizard
Zap Rascals Electro Wizard
Fire Spirit Rascals Electro Wizard
Rascals Guards Electro Wizard
Fireball
Fireball Fire Spirit Zap Rascals Guards Royal Ghost Electro Wizard
Electro Wizard Fire Spirit Zap Rascals Fireball
Zap Rascals Fireball Electro Wizard
Rascals
Guards Fire Spirit Rascals Royal Ghost Electro Wizard
Guards Electro Wizard Zap Rascals Fireball Royal Ghost
Zap Rascals Fireball Electro Wizard
Fire Spirit Zap Rascals Fireball Guards Electro Wizard
Fire Spirit Fireball Zap Rascals Guards Royal Ghost Electro Wizard
Rascals Electro Wizard
Zap Rascals Fireball Electro Wizard
Rascals Fireball Electro Wizard
Fire Spirit Fireball Zap Rascals Guards Royal Ghost Electro Wizard
Zap Fire Spirit Rascals Fireball Guards Royal Ghost Electro Wizard
Electro Wizard
Rascals Royal Ghost Fire Spirit Fireball Guards Electro Wizard

Counters to secondary win conditions

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

Rascals Guards Zap Fireball Royal Ghost Electro Wizard
Fireball Electro Wizard Zap Royal Ghost
Guards Zap Rascals Electro Wizard
Guards Zap Rascals Fireball Electro Wizard
Rascals Guards
Fire Spirit Fireball Zap Rascals Electro Wizard
Rascals Guards Fireball Electro Wizard
Rascals
Zap Electro Wizard Fireball
Guards
Rascals Guards
Zap Fireball Guards Electro Wizard
Rascals Fireball Guards
Rascals Fireball
Rascals Guards Electro Wizard Zap Fireball
Zap Rascals Fireball Royal Ghost 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 Rascals Guards Royal Ghost
Fireball Zap Royal Ghost Electro Wizard
Fireball
Rascals Fireball Guards
Fireball Fire Spirit Zap
Fireball Fire Spirit Zap
Fire Spirit
Fireball Fire Spirit Zap
Fireball Zap
Fire Spirit Fireball Guards 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 Fireball
Zap Fire Spirit Fireball
Fireball Zap Royal Ghost Electro Wizard
Fireball Zap
Fireball Zap
Fire Spirit Zap Fireball Electro Wizard
Zap Electro Wizard Fireball Guards
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fire Spirit Fireball Guards
Fireball Fire Spirit Zap Electro Wizard
Fireball
Fireball Rascals Electro Wizard
Zap Fireball
Zap Fireball
Zap Rascals Fireball Guards Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Royal Ghost Electro Wizard

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