My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Electro Wizard Inferno Dragon

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.

Balloon Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Freeze

Punishments

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

Balloon Royal Ghost Bandit

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.

Balloon Royal Ghost Bandit

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.

Balloon Royal Ghost Bandit 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
Balloon Bandit Inferno Dragon
Giant Snowball
Balloon Inferno Dragon
Zap
Balloon Bandit Inferno Dragon
Barbarian Barrel
Ice Wizard Royal Ghost Bandit Electro Wizard
The Log
Bandit
Earthquake
Arrows
Royal Delivery
Balloon Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon
Fireball
Balloon Ice Wizard Bandit Electro Wizard Inferno Dragon
Poison
Balloon Ice Wizard Electro Wizard
Lightning
Balloon Ice Wizard Bandit Electro Wizard Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze Ice Wizard Royal Ghost

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.

Freeze Ice Wizard Royal Ghost Inferno Dragon

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Wizard Royal Ghost Bandit Freeze Electro Wizard Inferno Dragon Balloon

Shortest cycle

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

11 Zap Ice Wizard Royal Ghost Bandit

Attack Synergies 3 12

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
Balloon Electro Wizard Freeze Ice Wizard Royal Ghost Bandit
Freeze
Balloon Zap
Balloon
Zap Freeze Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard
Zap Balloon Bandit
Royal Ghost
Zap Balloon Bandit Electro Wizard
Bandit
Zap Balloon Ice Wizard Royal Ghost Electro Wizard
Electro Wizard
Zap Balloon Royal Ghost Bandit
Inferno Dragon

Defense Synergies 1 10

Zap
Electro Wizard Ice Wizard Royal Ghost Bandit Inferno Dragon
Freeze
Electro Wizard
Balloon
Ice Wizard
Zap Bandit Inferno Dragon
Royal Ghost
Zap Electro Wizard
Bandit
Zap Ice Wizard Electro Wizard
Electro Wizard
Zap Freeze Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Zap Ice Wizard Electro Wizard

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 Electro Wizard
Inferno Dragon Zap Ice Wizard Bandit Electro Wizard
Freeze Ice Wizard Bandit Electro Wizard Inferno Dragon
Inferno Dragon Ice Wizard Bandit Electro Wizard
Freeze Zap Ice Wizard Royal Ghost Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Freeze Ice Wizard
Zap Bandit Electro Wizard
Inferno Dragon Ice Wizard
Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard Electro Wizard Zap Freeze Royal Ghost Bandit
Inferno Dragon Zap Ice Wizard Electro Wizard
Zap Freeze Ice Wizard Bandit Electro Wizard
Zap Freeze Royal Ghost Electro Wizard
Inferno Dragon Bandit Electro Wizard
Zap Freeze Bandit Electro Wizard Inferno Dragon
Electro Wizard
Zap Ice Wizard Royal Ghost Bandit Electro Wizard
Zap Freeze Ice Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Royal Ghost Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Royal Ghost Inferno Dragon
Bandit Zap Electro Wizard
Zap Bandit Electro Wizard
Bandit Inferno Dragon
Zap Freeze Ice Wizard Electro Wizard
Ice Wizard Bandit Electro Wizard
Inferno Dragon
Zap Freeze Electro Wizard Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon
Zap Electro Wizard
Bandit
Electro Wizard Zap Freeze Inferno Dragon
Zap Freeze Ice Wizard Royal Ghost Electro Wizard Inferno Dragon

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.)

Freeze Royal Ghost Bandit
Zap Ice Wizard Royal Ghost Bandit Electro Wizard
Bandit
Freeze
Zap
Zap Freeze Ice Wizard
Zap Freeze Ice Wizard
Zap Bandit
Electro Wizard
Zap Bandit Electro Wizard
Zap
Bandit
Freeze Bandit
Zap
Zap Bandit
Bandit
Freeze
Zap Bandit Electro Wizard
Zap
Zap
Zap Freeze Ice Wizard
Inferno Dragon
Zap Ice Wizard Royal Ghost Bandit Electro Wizard
Zap Bandit
Zap Bandit
Zap Ice Wizard Electro Wizard
Zap Electro Wizard Freeze
Zap Bandit
Zap Freeze Electro Wizard
Zap Electro Wizard Freeze Bandit
Zap Ice Wizard Electro Wizard
Freeze
Electro Wizard
Zap
Zap
Zap Freeze Electro Wizard
Zap Electro Wizard
Zap Freeze Royal Ghost Bandit Electro Wizard

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