My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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

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 Skeleton Ice Wizard Bandit Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Miner

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.

Goblin Barrel Miner Bandit Mega Knight

Pump responses

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

Goblin Barrel Miner

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 Skeleton Bandit Mega Knight

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 Giant Skeleton Miner Bandit

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

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 Ice Wizard Mega Knight

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 Giant Skeleton Miner Ice Wizard Mega Knight

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.

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 Goblin Barrel Ice 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.

Fire Spirit Zap Goblin Barrel Miner Ice Wizard Bandit Giant Skeleton Mega Knight

Shortest cycle

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

9 Fire Spirit Zap Goblin Barrel Miner

Attack Synergies 2 20

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
Miner Zap Goblin Barrel Giant Skeleton Bandit
Zap
Miner Fire Spirit Giant Skeleton Ice Wizard Bandit Mega Knight
Goblin Barrel
Fire Spirit Giant Skeleton Miner Ice Wizard Bandit Mega Knight
Giant Skeleton
Fire Spirit Zap Goblin Barrel Miner Ice Wizard Bandit
Miner
Fire Spirit Zap Goblin Barrel Giant Skeleton Bandit Mega Knight
Ice Wizard
Zap Goblin Barrel Giant Skeleton Bandit
Bandit
Fire Spirit Zap Goblin Barrel Giant Skeleton Miner Ice Wizard Mega Knight
Mega Knight
Zap Goblin Barrel Miner Bandit

Defense Synergies 1 11

Fire Spirit
Zap Giant Skeleton
Zap
Mega Knight Fire Spirit Giant Skeleton Miner Ice Wizard Bandit
Goblin Barrel
Giant Skeleton
Fire Spirit Zap Ice Wizard
Miner
Zap Mega Knight
Ice Wizard
Zap Giant Skeleton Bandit Mega Knight
Bandit
Zap Ice Wizard Mega Knight
Mega Knight
Zap Miner Ice Wizard Bandit

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
Zap Ice Wizard Bandit Mega Knight
Mega Knight Fire Spirit Giant Skeleton Ice Wizard Bandit
Ice Wizard Bandit Mega Knight
Giant Skeleton Mega Knight
Fire Spirit Zap Ice Wizard Bandit Mega Knight
Fire Spirit Zap Ice Wizard
Zap Giant Skeleton Bandit Mega Knight
Ice Wizard
Fire Spirit Giant Skeleton Miner Ice Wizard Bandit Mega Knight
Ice Wizard Zap Giant Skeleton Bandit Mega Knight
Zap Ice Wizard
Mega Knight Fire Spirit Zap Giant Skeleton Ice Wizard Bandit
Fire Spirit Mega Knight Zap
Bandit Mega Knight
Zap Bandit Mega Knight
Mega Knight
Fire Spirit Mega Knight Zap Ice Wizard Bandit
Zap Fire Spirit Giant Skeleton Ice Wizard Bandit Mega Knight
Mega Knight Fire Spirit Giant Skeleton Bandit

Counters to secondary win conditions

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

Mega Knight Zap Giant Skeleton Bandit
Bandit Zap Miner Mega Knight
Giant Skeleton Bandit Mega Knight Zap
Giant Skeleton Mega Knight Zap Bandit
Giant Skeleton Bandit Mega Knight
Fire Spirit Zap Ice Wizard
Giant Skeleton Ice Wizard Bandit
Giant Skeleton Mega Knight
Zap Giant Skeleton Mega Knight Bandit
Mega Knight Giant Skeleton
Mega Knight Zap Giant Skeleton
Giant Skeleton Mega Knight Bandit
Mega Knight
Zap Giant Skeleton
Mega Knight Zap Giant Skeleton Ice 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.)

Giant Skeleton Bandit
Zap Miner Ice Wizard Bandit
Giant Skeleton Miner Bandit
Giant Skeleton
Fire Spirit Zap Mega Knight
Fire Spirit Zap Ice Wizard
Fire Spirit
Fire Spirit Zap Ice Wizard
Miner Zap Bandit
Fire Spirit
Miner Zap Bandit
Fire Spirit Zap
Fire Spirit Miner Bandit
Bandit
Zap
Zap Bandit
Bandit Mega Knight
Fire Spirit Zap Bandit Mega Knight
Fire Spirit Zap Miner Mega Knight
Giant Skeleton Mega Knight
Zap
Zap Fire Spirit Ice Wizard Mega Knight
Miner Zap Ice Wizard Bandit
Zap Miner Bandit Mega Knight
Miner Zap Bandit
Fire Spirit Zap Ice Wizard
Zap
Zap Miner Bandit Mega Knight
Zap
Giant Skeleton Mega Knight
Zap Fire Spirit Bandit
Fire Spirit Zap Ice Wizard
Miner Mega Knight
Zap
Zap Giant Skeleton
Mega Knight
Zap Giant Skeleton
Zap
Zap Giant Skeleton Miner Bandit Mega Knight

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