My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard Inferno Dragon

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.

Wizard Baby Dragon Electro Dragon Golem Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Punishments

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

Royal Ghost

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.

Baby Dragon Golem 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.

Electro Dragon Golem 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
Inferno Dragon
Giant Snowball
Baby Dragon Electro Dragon Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Wizard Ice Wizard Royal Ghost Electro Wizard
The Log
Earthquake
Arrows
Royal Delivery
Wizard Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon
Fireball
Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard Inferno Dragon
Poison
Wizard Electro Dragon Ice Wizard Electro Wizard
Lightning
Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard Inferno Dragon
Rocket
Wizard Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Electro Dragon Ice Wizard 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.

Baby Dragon Golem Ice Wizard Royal Ghost Inferno Dragon

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.

Wizard 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.

Ice Wizard Royal Ghost Baby Dragon Electro Wizard Inferno Dragon Wizard Electro Dragon Golem

Shortest cycle

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

14 Ice Wizard Royal Ghost Baby Dragon Electro Wizard

Attack Synergies 2 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.

Wizard
Golem Royal Ghost
Baby Dragon
Golem Electro Dragon Ice Wizard Electro Wizard Inferno Dragon
Electro Dragon
Golem Baby Dragon Ice Wizard Inferno Dragon
Golem
Baby Dragon Electro Dragon Wizard Ice Wizard Electro Wizard
Ice Wizard
Baby Dragon Electro Dragon Golem
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Baby Dragon Golem Royal Ghost
Inferno Dragon
Baby Dragon Electro Dragon

Defense Synergies 1 11

Wizard
Ice Wizard Royal Ghost Electro Wizard
Baby Dragon
Ice Wizard Electro Dragon Inferno Dragon
Electro Dragon
Baby Dragon Ice Wizard Electro Wizard Inferno Dragon
Golem
Ice Wizard
Baby Dragon Wizard Electro Dragon Inferno Dragon
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Wizard Electro Dragon Royal Ghost Inferno Dragon
Inferno Dragon
Baby Dragon Electro Dragon Ice Wizard Electro Wizard

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.

Wizard Baby Dragon Electro Dragon Electro Wizard
Inferno Dragon Electro Dragon Ice Wizard Electro Wizard
Electro Dragon Ice Wizard Electro Wizard Inferno Dragon
Inferno Dragon Electro Dragon Ice Wizard Electro Wizard
Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard
Electro Wizard Inferno Dragon Wizard Baby Dragon Electro Dragon Ice Wizard
Baby Dragon Electro Dragon Electro Wizard
Inferno Dragon Ice Wizard
Ice Wizard Royal Ghost Electro Wizard
Ice Wizard Electro Wizard Wizard Baby Dragon Electro Dragon Royal Ghost
Inferno Dragon Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard
Wizard Electro Dragon Ice Wizard Electro Wizard
Wizard Baby Dragon Electro Dragon Royal Ghost Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Wizard Electro Dragon Electro Wizard
Wizard Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard
Wizard Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Royal Ghost Baby Dragon Electro Dragon Electro Wizard

Counters to secondary win conditions

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

Royal Ghost Electro Wizard
Electro Wizard Wizard Baby Dragon Electro Dragon Royal Ghost Inferno Dragon
Electro Dragon Electro Wizard
Electro Wizard
Inferno Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard
Ice Wizard Electro Wizard
Inferno Dragon
Electro Dragon Electro Wizard Baby Dragon Inferno Dragon
Inferno Dragon
Inferno Dragon Electro Dragon
Electro Wizard
Wizard
Wizard Baby Dragon Electro Dragon
Electro Dragon Electro Wizard Baby Dragon Inferno Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

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.)

Baby Dragon Electro Dragon Royal Ghost
Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard
Baby Dragon Electro Dragon
Wizard Baby Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard
Wizard Baby Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard
Wizard Electro Dragon
Electro Dragon Electro Wizard
Wizard Electro Dragon Electro Wizard
Wizard Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Baby Dragon
Wizard Baby Dragon Electro Dragon
Wizard Baby Dragon Electro Dragon
Wizard Baby Dragon Electro Dragon Electro Wizard
Wizard Baby Dragon Electro Dragon
Baby Dragon
Wizard
Baby Dragon Electro Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard
Inferno Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard Royal Ghost Electro Wizard
Wizard Baby Dragon Electro Dragon
Baby Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard
Electro Dragon Electro Wizard Wizard
Wizard Electro Dragon
Electro Dragon Electro Wizard
Wizard
Electro Wizard Electro Dragon
Wizard Baby Dragon Electro Dragon Ice Wizard Electro Wizard
Wizard Baby Dragon Electro Dragon Electro Wizard
Wizard Baby Dragon Electro Dragon
Electro Dragon
Electro Dragon Baby Dragon Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon Baby Dragon Royal Ghost Electro Wizard

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