My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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!
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.

Fire Spirit Minions Ice Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Golem Ice Wizard

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.

Zap Arrows Freeze

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.

Fire Spirit Golem

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.

Golem

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
Minions
Giant Snowball
Fire Spirit Minions
Zap
Fire Spirit Minions
Barbarian Barrel
Fire Spirit Bomb Tower Ice Wizard
The Log
Fire Spirit
Earthquake
Bomb Tower
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Ice Wizard
Fireball
Minions Bomb Tower Ice Wizard
Poison
Minions Bomb Tower Ice Wizard
Lightning
Bomb Tower Ice Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Bomb Tower Freeze 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 Arrows Freeze Golem Ice Wizard

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 Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Minions Ice Wizard Bomb Tower Freeze Golem

Shortest cycle

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

9 Fire Spirit Zap Arrows Minions

Attack Synergies 2 9

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 Golem
Zap
Arrows Fire Spirit Minions Freeze Golem Ice Wizard
Arrows
Zap Golem Freeze
Minions
Zap Golem
Bomb Tower
Freeze
Zap Arrows
Golem
Arrows Fire Spirit Zap Minions Ice Wizard
Ice Wizard
Zap Golem

Defense Synergies 1 9

Fire Spirit
Zap
Zap
Bomb Tower Fire Spirit Arrows Minions Ice Wizard
Arrows
Zap Bomb Tower Ice Wizard
Minions
Zap Freeze Ice Wizard
Bomb Tower
Zap Arrows Ice Wizard
Freeze
Minions
Golem
Ice Wizard
Zap Arrows Minions Bomb Tower

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 Minions
Bomb Tower Zap Minions Ice Wizard
Bomb Tower Fire Spirit Minions Freeze Ice Wizard
Bomb Tower Minions Ice Wizard
Arrows Bomb Tower
Arrows Freeze Fire Spirit Zap Minions Bomb Tower Ice Wizard
Minions Fire Spirit Zap Arrows Bomb Tower Freeze Ice Wizard
Zap Arrows Bomb Tower
Minions Bomb Tower Ice Wizard
Fire Spirit Ice Wizard
Minions Ice Wizard Zap Arrows Bomb Tower Freeze
Arrows Minions Zap Ice Wizard
Bomb Tower Fire Spirit Zap Minions Freeze Ice Wizard
Fire Spirit Bomb Tower Zap Arrows Minions Freeze
Bomb Tower
Bomb Tower Zap Freeze
Bomb Tower Arrows Minions
Fire Spirit Arrows Bomb Tower Zap Minions Ice Wizard
Zap Arrows Bomb Tower Freeze Fire Spirit Minions Ice Wizard
Bomb Tower
Fire Spirit Arrows Minions Bomb Tower

Counters to secondary win conditions

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

Zap
Zap Arrows Bomb Tower
Zap Minions Bomb Tower
Zap
Fire Spirit Arrows Zap Minions Bomb Tower Freeze Ice Wizard
Minions Bomb Tower Ice Wizard
Bomb Tower
Zap Freeze Minions Bomb Tower
Minions Bomb Tower
Zap Arrows
Bomb Tower
Bomb Tower
Zap Minions Bomb Tower Freeze
Arrows Minions Zap Bomb Tower Freeze 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.)

Arrows Freeze
Arrows Zap Ice Wizard
Arrows
Arrows Freeze
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Minions Freeze Ice Wizard
Fire Spirit Arrows
Arrows Fire Spirit Zap Freeze Ice Wizard
Arrows Zap
Fire Spirit Minions
Zap Arrows
Fire Spirit Zap Arrows
Fire Spirit
Arrows Minions Freeze
Zap Arrows
Zap Arrows
Arrows
Arrows Freeze
Minions
Fire Spirit Zap Arrows
Fire Spirit Zap Arrows
Minions
Arrows
Zap Arrows
Zap Arrows Freeze Fire Spirit Ice Wizard
Arrows Zap Ice Wizard
Zap Arrows
Zap Arrows
Fire Spirit Zap Arrows Ice Wizard
Zap Minions Freeze
Zap Arrows
Zap Arrows Freeze
Arrows
Zap Fire Spirit Minions Freeze
Fire Spirit Zap Arrows Ice Wizard
Freeze
Arrows
Arrows Zap
Zap Arrows
Zap Minions Freeze
Zap
Zap Freeze

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