My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

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.

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 Dark Prince Prince Ice Wizard Electro Wizard Sparky

Offensive cards

Win conditions

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

Missing

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.

Dark Prince Prince

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.

Fire Spirit Dark Prince Prince

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.

Dark Prince 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
Skeletons Dark Prince Prince Sparky
Giant Snowball
Skeletons Fire Spirit
Zap
Skeletons Fire Spirit Dark Prince Prince Sparky
Barbarian Barrel
Skeletons Fire Spirit Dark Prince Ice Wizard Electro Wizard Sparky
The Log
Skeletons Fire Spirit Dark Prince Prince Sparky
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Dark Prince Prince Ice Wizard Electro Wizard Sparky
Fireball
Ice Wizard Electro Wizard Sparky
Poison
Ice Wizard Electro Wizard Sparky
Lightning
Dark Prince Prince Ice Wizard Electro Wizard Sparky
Rocket
Prince Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Dark Prince 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.

Fire Spirit Dark Prince Prince Ice Wizard 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.

Fire Spirit 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Zap Ice Wizard Dark Prince Electro Wizard Prince Sparky

Shortest cycle

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

7 Skeletons Fire Spirit Zap Ice Wizard

Attack Synergies 4 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.

Skeletons
Fire Spirit
Zap Dark Prince Prince Sparky
Zap
Prince Electro Wizard Sparky Fire Spirit Dark Prince Ice Wizard
Dark Prince
Prince Fire Spirit Zap Ice Wizard Electro Wizard Sparky
Prince
Zap Dark Prince Fire Spirit Ice Wizard Electro Wizard
Ice Wizard
Zap Dark Prince Prince
Electro Wizard
Zap Dark Prince Prince Sparky
Sparky
Zap Fire Spirit Dark Prince Electro Wizard

Defense Synergies 1 19

Skeletons
Fire Spirit Zap Dark Prince Prince Ice Wizard Electro Wizard Sparky
Fire Spirit
Skeletons Zap Electro Wizard Sparky
Zap
Electro Wizard Skeletons Fire Spirit Dark Prince Prince Ice Wizard Sparky
Dark Prince
Skeletons Zap Prince Ice Wizard Electro Wizard
Prince
Skeletons Zap Dark Prince Ice Wizard Electro Wizard
Ice Wizard
Skeletons Zap Dark Prince Prince
Electro Wizard
Zap Skeletons Fire Spirit Dark Prince Prince
Sparky
Skeletons Fire Spirit 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 Electro Wizard Sparky
Sparky Skeletons Zap Dark Prince Prince Ice Wizard Electro Wizard
Prince Sparky Skeletons Fire Spirit Dark Prince Ice Wizard Electro Wizard
Prince Sparky Skeletons Dark Prince Ice Wizard Electro Wizard
Dark Prince Prince Sparky
Skeletons Fire Spirit Zap Dark Prince Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Zap Ice Wizard
Zap Electro Wizard Sparky
Sparky Skeletons Prince Ice Wizard
Skeletons Fire Spirit Dark Prince Prince Ice Wizard Electro Wizard Sparky
Ice Wizard Electro Wizard Skeletons Zap Dark Prince
Zap Ice Wizard Electro Wizard
Prince Sparky Skeletons Fire Spirit Zap Dark Prince Ice Wizard Electro Wizard
Fire Spirit Sparky Zap Dark Prince Prince Electro Wizard
Sparky Prince Electro Wizard
Zap Prince Electro Wizard Sparky
Sparky Skeletons Dark Prince Prince Electro Wizard
Fire Spirit Zap Dark Prince Prince Ice Wizard Electro Wizard
Zap Fire Spirit Dark Prince Ice Wizard Electro Wizard
Sparky Prince Electro Wizard
Dark Prince Fire Spirit Prince Electro Wizard Sparky

Counters to secondary win conditions

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

Skeletons Zap Dark Prince Prince Electro Wizard Sparky
Electro Wizard Zap Prince
Skeletons Zap Dark Prince Prince Electro Wizard Sparky
Dark Prince Prince Zap Electro Wizard Sparky
Skeletons Dark Prince Prince Sparky
Fire Spirit Skeletons Zap Ice Wizard Electro Wizard
Dark Prince Prince Sparky Skeletons Ice Wizard Electro Wizard
Dark Prince Prince Sparky
Zap Electro Wizard Skeletons Dark Prince Prince Sparky
Skeletons Sparky
Dark Prince Prince Sparky
Zap Dark Prince Prince Electro Wizard
Dark Prince Prince Skeletons Sparky
Sparky
Electro Wizard Sparky Skeletons Zap Dark Prince Prince
Zap Dark Prince Ice Wizard Electro Wizard 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.)

Sparky
Zap Ice Wizard Electro Wizard
Sparky
Dark Prince Prince Sparky
Fire Spirit Zap Dark Prince Sparky
Fire Spirit Zap Ice Wizard
Fire Spirit Sparky
Fire Spirit Zap Ice Wizard
Zap
Fire Spirit Prince Electro Wizard Sparky
Zap Dark Prince Prince Electro Wizard Sparky
Fire Spirit Zap
Fire Spirit Sparky
Zap Prince Sparky
Zap Sparky
Sparky
Sparky
Sparky
Fire Spirit Zap Dark Prince Prince Electro Wizard Sparky
Fire Spirit Zap
Prince Sparky
Prince Sparky
Zap
Zap Fire Spirit Dark Prince Ice Wizard Sparky
Zap Ice Wizard Electro Wizard Sparky
Zap Prince Sparky
Zap Sparky
Fire Spirit Zap Ice Wizard Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Prince Sparky
Sparky
Zap Electro Wizard Fire Spirit Dark Prince Prince
Fire Spirit Zap Ice Wizard Electro Wizard
Dark Prince Prince Electro Wizard Sparky
Zap
Zap Sparky
Dark Prince Prince Sparky
Zap Electro Wizard Sparky
Zap Electro Wizard
Zap Dark Prince Prince Electro Wizard Sparky

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