My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Mega Minion 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.

Ice Golem Mega Minion Wizard Golem Electro 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

Punishments

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

Elite Barbarians

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.

Elite Barbarians Ice Golem 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.

Elite Barbarians Golem 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
Elite Barbarians
Giant Snowball
Mega Minion
Zap
Barbarian Barrel
Elite Barbarians Wizard Electro Wizard
The Log
Elite Barbarians
Earthquake
Arrows
Royal Delivery
Elite Barbarians Mega Minion Wizard Electro Wizard
Fireball
Elite Barbarians Mega Minion Wizard Electro Wizard
Poison
Mega Minion Wizard Electro Wizard
Lightning
Elite Barbarians Ice Golem Mega Minion Wizard Electro Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem 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.

Ice Golem Mega Minion Golem

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.

Elite Barbarians

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 Golem 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.

Mirror Zap Ice Golem Mega Minion Electro Wizard Wizard Elite Barbarians Golem

Shortest cycle

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

7 Mirror Zap Ice Golem Mega Minion

Attack Synergies 6 7

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
Elite Barbarians Mega Minion Mirror Electro Wizard Ice Golem Golem
Elite Barbarians
Zap Ice Golem Wizard
Ice Golem
Mega Minion Zap Elite Barbarians Electro Wizard
Mega Minion
Zap Ice Golem Golem
Wizard
Elite Barbarians Golem
Mirror
Zap
Golem
Mega Minion Zap Wizard Electro Wizard
Electro Wizard
Zap Ice Golem Golem

Defense Synergies 4 11

Zap
Mega Minion Mirror Electro Wizard Elite Barbarians Ice Golem
Elite Barbarians
Zap Ice Golem Mega Minion Wizard
Ice Golem
Mega Minion Zap Elite Barbarians Wizard Electro Wizard
Mega Minion
Zap Ice Golem Elite Barbarians Wizard Electro Wizard
Wizard
Elite Barbarians Ice Golem Mega Minion Electro Wizard
Mirror
Zap Electro Wizard
Golem
Electro Wizard
Zap Ice Golem Mega Minion Wizard Mirror

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 Ice Golem Mega Minion Wizard Electro Wizard
Elite Barbarians Zap Mega Minion Electro Wizard
Elite Barbarians Mega Minion Electro Wizard
Elite Barbarians Mega Minion Electro Wizard
Elite Barbarians
Zap Mega Minion Electro Wizard
Mega Minion Electro Wizard Zap Wizard
Zap Ice Golem Electro Wizard
Elite Barbarians
Elite Barbarians Ice Golem Electro Wizard
Electro Wizard Zap Ice Golem Mega Minion Wizard
Mega Minion Zap Wizard Electro Wizard
Zap Elite Barbarians Wizard Electro Wizard
Wizard Zap Mega Minion Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Electro Wizard
Wizard Elite Barbarians Electro Wizard
Zap Elite Barbarians Mega Minion Wizard Electro Wizard
Zap Wizard Ice Golem Mega Minion Electro Wizard
Elite Barbarians Electro Wizard
Wizard Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Ice Golem Electro Wizard
Electro Wizard Zap Elite Barbarians Ice Golem Mega Minion Wizard
Zap Elite Barbarians Ice Golem Electro Wizard
Zap Elite Barbarians Ice Golem Electro Wizard
Elite Barbarians
Wizard Zap Ice Golem Electro Wizard
Elite Barbarians Ice Golem Mega Minion Electro Wizard
Elite Barbarians
Zap Electro Wizard Elite Barbarians Ice Golem Mega Minion
Mega Minion
Elite Barbarians Mega Minion
Zap Elite Barbarians Electro Wizard
Elite Barbarians Ice Golem Wizard
Wizard
Elite Barbarians Electro Wizard Zap Ice Golem Mega Minion
Zap Elite Barbarians Ice Golem Mega Minion 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.)

Ice Golem
Zap Electro Wizard
Ice Golem
Wizard Zap
Wizard Zap Ice Golem Mega Minion
Wizard
Zap Ice Golem Wizard
Zap Wizard
Elite Barbarians Electro Wizard
Zap Wizard Electro Wizard
Zap Wizard
Elite Barbarians Ice Golem
Zap Elite Barbarians Ice Golem
Zap Wizard
Wizard
Zap Mega Minion Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Ice Golem Wizard
Mega Minion
Zap Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians Zap Ice Golem Wizard Electro Wizard
Zap Electro Wizard Mega Minion Wizard
Elite Barbarians Mega Minion
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard
Zap Mega Minion Wizard Electro Wizard
Mega Minion Wizard Electro Wizard
Zap Ice Golem Wizard
Zap
Elite Barbarians Mega Minion
Zap Elite Barbarians Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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