My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Wizard 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.

Royal Giant Wizard Bowler Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Royal Giant Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Fire Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard Bowler 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 Bowler 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 Goblin Barrel

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblin Barrel Ice Wizard Fireball Electro Wizard Wizard Bowler Royal Giant

Shortest cycle

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

11 Fire Spirit Goblin Barrel Ice Wizard Fireball

Attack Synergies 4 10

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 Goblin Barrel Bowler
Royal Giant
Fire Spirit Fireball Goblin Barrel Ice Wizard Wizard Bowler Electro Wizard
Fireball
Royal Giant Electro Wizard
Wizard
Royal Giant
Goblin Barrel
Royal Giant Fire Spirit Bowler Ice Wizard
Bowler
Fire Spirit Royal Giant Goblin Barrel Ice Wizard Electro Wizard
Ice Wizard
Royal Giant Goblin Barrel Bowler
Electro Wizard
Royal Giant Fireball Bowler

Defense Synergies 0 7

Fire Spirit
Electro Wizard
Royal Giant
Fireball
Ice Wizard Electro Wizard
Wizard
Ice Wizard Electro Wizard
Goblin Barrel
Bowler
Ice Wizard Electro Wizard
Ice Wizard
Fireball Wizard Bowler
Electro Wizard
Fire Spirit Fireball Wizard Bowler

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.

Bowler Fireball Wizard Electro Wizard
Ice Wizard Electro Wizard
Bowler Fire Spirit Ice Wizard Electro Wizard
Bowler Ice Wizard Electro Wizard
Fireball Bowler
Fireball Bowler Fire Spirit Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Fireball Wizard Ice Wizard
Bowler Fireball Electro Wizard
Ice Wizard
Fire Spirit Bowler Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Fireball Wizard Bowler
Fireball Wizard Ice Wizard Electro Wizard
Bowler Fire Spirit Fireball Wizard Ice Wizard Electro Wizard
Fire Spirit Fireball Wizard Bowler Electro Wizard
Electro Wizard
Fireball Bowler Electro Wizard
Wizard Fireball Bowler Electro Wizard
Fire Spirit Fireball Wizard Bowler Ice Wizard Electro Wizard
Wizard Fire Spirit Fireball Bowler Ice Wizard Electro Wizard
Electro Wizard
Wizard Bowler Fire Spirit Fireball Electro Wizard

Counters to secondary win conditions

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

Fireball Bowler Electro Wizard
Fireball Electro Wizard Wizard Bowler
Bowler Electro Wizard
Bowler Fireball Electro Wizard
Bowler
Fire Spirit Fireball Wizard Ice Wizard Electro Wizard
Fireball Bowler Ice Wizard Electro Wizard
Electro Wizard Fireball
Bowler
Fireball Bowler Electro Wizard
Bowler Fireball Wizard
Wizard Fireball Bowler
Electro Wizard Fireball Bowler
Bowler Fireball Wizard 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 Bowler Ice Wizard Electro Wizard
Fireball
Fireball
Fireball Wizard Fire Spirit Bowler
Fireball Wizard Fire Spirit Ice Wizard
Fire Spirit Wizard Bowler
Fireball Fire Spirit Wizard Bowler Ice Wizard
Fireball Wizard
Fire Spirit Fireball Bowler Electro Wizard
Fireball Wizard Bowler Electro Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball Bowler
Fireball
Fireball
Fireball Wizard Bowler
Fireball Wizard Bowler
Fireball
Fire Spirit Fireball Wizard Bowler Electro Wizard
Fire Spirit Fireball Wizard Bowler
Fireball Bowler
Fireball Wizard
Bowler
Fireball
Fire Spirit Fireball Wizard Bowler Ice Wizard
Fireball Wizard Bowler Ice Wizard Electro Wizard
Fireball Wizard Bowler
Fireball
Fire Spirit Fireball Wizard Ice Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball Bowler
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard Bowler
Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Wizard Ice Wizard Electro Wizard
Fireball
Fireball Wizard Bowler Electro Wizard
Fireball Wizard Bowler
Fireball
Fireball Bowler Electro Wizard
Fireball Electro Wizard
Fireball Bowler Electro Wizard

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