My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Minions Rascals 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 Spirit Knight Rascals Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Earthquake

Punishments

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

Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Spirit Knight Rascals Giant

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
Giant Snowball
Minions
Zap
Minions
Barbarian Barrel
Ice Spirit Knight Rascals Wizard
The Log
Ice Spirit Rascals
Earthquake
Arrows
Ice Spirit Minions Rascals
Royal Delivery
Ice Spirit Knight Minions Rascals Wizard
Fireball
Minions Rascals Wizard
Poison
Minions Rascals Wizard
Lightning
Knight Wizard
Rocket
Rascals Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Earthquake 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 Spirit Knight

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 Spirit Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Knight Minions Earthquake Rascals Giant Wizard

Shortest cycle

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

9 Ice Spirit Zap Knight Minions

Attack Synergies 8 8

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.

Ice Spirit
Zap Knight Minions Rascals Giant
Zap
Ice Spirit Earthquake Giant Knight Minions
Knight
Ice Spirit Minions Zap Earthquake Wizard
Minions
Ice Spirit Knight Giant Zap Rascals
Rascals
Ice Spirit Minions
Earthquake
Zap Giant Knight
Giant
Zap Minions Earthquake Ice Spirit Wizard
Wizard
Knight Giant

Defense Synergies 2 11

Ice Spirit
Zap Knight Minions Rascals Earthquake Wizard
Zap
Ice Spirit Knight Minions Rascals Earthquake
Knight
Minions Ice Spirit Zap Earthquake Wizard
Minions
Knight Ice Spirit Zap
Rascals
Ice Spirit Zap
Earthquake
Ice Spirit Zap Knight
Giant
Wizard
Ice Spirit Knight

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.

Earthquake Zap Knight Minions Wizard
Ice Spirit Zap Knight Minions Rascals
Knight Minions Rascals
Knight Minions Rascals
Earthquake
Zap Minions Rascals Earthquake
Minions Ice Spirit Zap Rascals Wizard
Earthquake Zap Rascals
Minions Rascals
Knight Ice Spirit Rascals
Minions Zap Knight Rascals Earthquake Wizard
Minions Zap Rascals Wizard
Ice Spirit Zap Knight Minions Rascals Earthquake Wizard
Wizard Ice Spirit Zap Minions Rascals Earthquake
Knight Rascals
Ice Spirit Zap Rascals
Wizard Knight Minions Rascals
Ice Spirit Zap Knight Minions Rascals Wizard
Zap Earthquake Wizard Ice Spirit Knight Minions Rascals
Rascals Wizard Knight Minions Earthquake

Counters to secondary win conditions

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

Knight Rascals Zap
Zap Knight Wizard
Ice Spirit Zap Knight Minions Rascals
Zap Knight Rascals
Knight Rascals
Wizard Ice Spirit Zap Minions Rascals
Rascals Knight Minions
Knight Rascals
Zap Ice Spirit Knight Minions
Knight Minions Rascals
Zap
Rascals Knight Wizard
Wizard Rascals
Rascals Ice Spirit Zap Knight Minions
Minions Zap Rascals Earthquake 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.)

Earthquake Knight Rascals
Zap
Earthquake
Earthquake Knight Rascals
Wizard Zap Earthquake
Wizard Ice Spirit Zap Minions
Earthquake Wizard
Earthquake Ice Spirit Zap Wizard
Zap Wizard
Minions
Zap Knight Earthquake Wizard
Zap Wizard
Earthquake Knight
Earthquake Minions
Earthquake Zap
Earthquake Zap Wizard
Earthquake Wizard
Earthquake
Minions
Zap Earthquake Wizard
Zap Earthquake Wizard
Minions Earthquake
Wizard
Earthquake Zap
Zap Earthquake Ice Spirit Wizard
Zap Earthquake Wizard
Zap Wizard
Zap
Zap Wizard
Zap Ice Spirit Minions Wizard
Zap Earthquake Wizard
Zap Ice Spirit
Earthquake Wizard
Zap Earthquake Ice Spirit Minions
Zap Wizard
Knight Rascals Wizard
Zap Earthquake Wizard
Zap
Zap Ice Spirit Minions Rascals
Zap
Zap

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