My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 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.

Giant Wizard Electro Wizard Sparky

Offensive cards

Win conditions

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

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.

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 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
Giant Skeleton Army Sparky
Giant Snowball
Fire Spirit Skeleton Army
Zap
Fire Spirit Skeleton Army Sparky
Barbarian Barrel
Fire Spirit Wizard Skeleton Army Electro Wizard Sparky
The Log
Fire Spirit Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Wizard Skeleton Army Electro Wizard Sparky
Fireball
Wizard Skeleton Army Electro Wizard Sparky
Poison
Wizard Skeleton Army Electro Wizard Sparky
Lightning
Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 Skeleton Army Sparky

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 Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Skeleton Army Fireball Electro Wizard Giant Wizard Sparky

Shortest cycle

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

10 Fire Spirit Zap Skeleton Army Fireball

Attack Synergies 5 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 Giant Sparky
Zap
Fireball Giant Electro Wizard Sparky Fire Spirit
Fireball
Zap Giant Electro Wizard Sparky
Giant
Zap Sparky Fire Spirit Fireball Wizard Electro Wizard
Wizard
Giant Sparky
Skeleton Army
Sparky
Electro Wizard
Zap Fireball Giant Sparky
Sparky
Zap Giant Fire Spirit Fireball Wizard Skeleton Army Electro Wizard

Defense Synergies 2 10

Fire Spirit
Zap Electro Wizard Sparky
Zap
Fireball Electro Wizard Fire Spirit Skeleton Army Sparky
Fireball
Zap Electro Wizard
Giant
Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard Sparky
Electro Wizard
Zap Fire Spirit Fireball Wizard Skeleton Army
Sparky
Fire Spirit Zap Skeleton Army

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 Wizard Electro Wizard Sparky
Skeleton Army Sparky Zap Electro Wizard
Skeleton Army Sparky Fire Spirit Electro Wizard
Skeleton Army Sparky Electro Wizard
Fireball Skeleton Army Sparky
Fireball Skeleton Army Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Fireball Wizard
Zap Fireball Electro Wizard Sparky
Sparky Skeleton Army
Skeleton Army Fire Spirit Electro Wizard Sparky
Skeleton Army Electro Wizard Zap Fireball Wizard
Zap Fireball Wizard Electro Wizard
Skeleton Army Sparky Fire Spirit Zap Fireball Wizard Electro Wizard
Fire Spirit Fireball Wizard Skeleton Army Sparky Zap Electro Wizard
Skeleton Army Sparky Electro Wizard
Skeleton Army Zap Fireball Electro Wizard Sparky
Wizard Sparky Fireball Skeleton Army Electro Wizard
Fire Spirit Fireball Zap Wizard Skeleton Army Electro Wizard
Zap Wizard Fire Spirit Fireball Electro Wizard
Sparky Electro Wizard
Wizard Skeleton Army Fire Spirit Fireball Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Electro Wizard Sparky
Fireball Electro Wizard Zap Wizard
Skeleton Army Zap Electro Wizard Sparky
Skeleton Army Zap Fireball Electro Wizard Sparky
Skeleton Army Sparky
Fire Spirit Fireball Wizard Zap Electro Wizard
Skeleton Army Sparky Fireball Electro Wizard
Skeleton Army Sparky
Zap Electro Wizard Fireball Skeleton Army Sparky
Skeleton Army Sparky
Sparky
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Fireball Wizard Sparky
Wizard Fireball Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Zap Fireball
Zap Fireball 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.)

Fireball Sparky
Fireball Zap Electro Wizard
Fireball Sparky
Fireball Sparky
Fireball Wizard Fire Spirit Zap Sparky
Fireball Wizard Fire Spirit Zap
Fire Spirit Wizard Sparky
Fireball Fire Spirit Zap Wizard
Fireball Zap Wizard
Fire Spirit Fireball Electro Wizard Sparky
Zap Fireball Wizard Electro Wizard Sparky
Fireball Fire Spirit Zap Wizard
Fire Spirit Fireball Sparky
Fireball
Zap Fireball Sparky
Zap Fireball Wizard Sparky
Fireball Wizard Sparky
Fireball Sparky
Sparky
Fire Spirit Zap Fireball Wizard Electro Wizard Sparky
Fire Spirit Zap Fireball Wizard
Fireball Sparky
Fireball Wizard
Sparky
Zap Fireball
Zap Fire Spirit Fireball Wizard Sparky
Fireball Zap Wizard Electro Wizard Sparky
Fireball Zap Wizard Sparky
Fireball Zap Sparky
Fire Spirit Zap Fireball Wizard Electro Wizard Sparky
Zap Electro Wizard Fireball Wizard
Fireball Sparky
Zap Fireball Wizard Sparky
Zap Fireball Electro Wizard Sparky
Sparky
Fireball Wizard Sparky
Zap Electro Wizard Fire Spirit Fireball Skeleton Army
Fireball Fire Spirit Zap Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard Sparky
Zap Fireball Wizard
Zap Fireball Sparky
Sparky
Zap Fireball Electro Wizard Sparky
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Sparky

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