My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman Ram Rider

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Giant Skeleton 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 Rocket Freeze

Pump responses

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

Rocket

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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
Clone Giant Skeleton Sparky
Giant Snowball
Clone
Zap
Inferno Tower Clone Sparky
Barbarian Barrel
Inferno Tower Wizard Clone Giant Skeleton Sparky
The Log
Clone Giant Skeleton Sparky
Earthquake
Inferno Tower Clone
Arrows
Clone
Royal Delivery
Wizard Clone Giant Skeleton Sparky
Fireball
Inferno Tower Wizard Clone Sparky
Poison
Inferno Tower Wizard Clone Sparky
Lightning
Inferno Tower Wizard Sparky
Rocket
Inferno Tower Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket Freeze Sparky

Ladder info

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.

Inferno Tower Rocket Clone Freeze Giant Skeleton 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Clone Freeze Inferno Tower Wizard Rocket Giant Skeleton Sparky

Shortest cycle

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

14 Zap Clone Freeze Inferno Tower

Attack Synergies 2 6

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.

Zap
Sparky Freeze Giant Skeleton
Inferno Tower
Wizard
Giant Skeleton Sparky
Rocket
Clone
Giant Skeleton Sparky
Freeze
Zap
Giant Skeleton
Clone Zap Wizard Sparky
Sparky
Zap Wizard Clone Giant Skeleton

Defense Synergies 0 6

Zap
Inferno Tower Giant Skeleton Sparky
Inferno Tower
Zap
Wizard
Freeze Giant Skeleton
Rocket
Clone
Freeze
Wizard Sparky
Giant Skeleton
Zap Wizard
Sparky
Zap Freeze

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.

Rocket Zap Inferno Tower Wizard Sparky
Inferno Tower Sparky Zap
Inferno Tower Rocket Sparky Freeze Giant Skeleton
Inferno Tower Sparky
Rocket Giant Skeleton Sparky
Freeze Zap
Inferno Tower Rocket Zap Wizard Freeze
Rocket Zap Inferno Tower Giant Skeleton Sparky
Inferno Tower Sparky
Inferno Tower Giant Skeleton Sparky
Zap Wizard Freeze Giant Skeleton
Inferno Tower Zap Wizard
Inferno Tower Sparky Zap Wizard Rocket Freeze Giant Skeleton
Wizard Rocket Sparky Zap Freeze
Inferno Tower Sparky
Inferno Tower Rocket Zap Freeze Sparky
Wizard Sparky Inferno Tower
Zap Wizard
Zap Wizard Freeze Giant Skeleton
Sparky Inferno Tower
Wizard Giant Skeleton Sparky

Counters to secondary win conditions

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

Zap Inferno Tower Giant Skeleton Sparky
Zap Wizard Rocket
Giant Skeleton Zap Inferno Tower Rocket Sparky
Rocket Giant Skeleton Zap Inferno Tower Sparky
Inferno Tower Giant Skeleton Sparky
Wizard Rocket Zap Freeze
Rocket Sparky Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Sparky
Zap Rocket Freeze Giant Skeleton Inferno Tower Sparky
Inferno Tower Sparky
Inferno Tower Giant Skeleton Sparky
Rocket Zap Giant Skeleton
Rocket Giant Skeleton Inferno Tower Wizard Sparky
Wizard Sparky
Inferno Tower Sparky Zap Rocket Freeze Giant Skeleton
Zap Inferno Tower Wizard Freeze Giant Skeleton 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.)

Rocket Freeze Giant Skeleton Sparky
Zap
Rocket Giant Skeleton Sparky
Rocket Freeze Giant Skeleton Sparky
Wizard Rocket Zap Sparky
Wizard Zap Rocket Freeze
Wizard Sparky
Zap Wizard Freeze
Zap Wizard
Rocket Sparky
Rocket Zap Wizard Sparky
Zap Wizard Rocket
Rocket Sparky
Rocket Freeze
Zap Sparky
Rocket Zap Wizard Sparky
Wizard Rocket Sparky
Rocket Freeze Sparky
Rocket Sparky
Rocket Zap Wizard Sparky
Rocket Zap Wizard
Rocket Giant Skeleton Sparky
Rocket Wizard
Rocket Sparky
Rocket Zap
Zap Freeze Wizard Sparky
Zap Wizard Sparky
Zap Wizard Sparky
Rocket Zap Sparky
Zap Wizard Sparky
Zap Rocket Wizard Freeze
Sparky
Zap Wizard Rocket Sparky
Zap Rocket Freeze Sparky
Giant Skeleton Sparky
Rocket Wizard Sparky
Zap Rocket Freeze
Rocket Zap Wizard
Freeze
Wizard Rocket Sparky
Zap Wizard
Rocket Zap Giant Skeleton Sparky
Sparky
Zap Rocket Freeze Giant Skeleton Sparky
Zap Rocket
Zap Rocket Freeze Giant Skeleton Sparky

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